It seems that BSNES only opens SFC roms, not SMC. Lunar Magic doesn't seem to export to SFC and I can't find any tool to convert from SMC to SFC. I just need to test my hack in BSNES before releasing it as I understand it has to work in BSNES to be hosted on the site.
I would really appreciate any help on this one! Thanks!
Cheers guys!
What I would like is that when you load the game it takes you directly to the first level, or to the last level you were on if you have saved the game. I will use patches to make sure you can only have 1 player, 1 file etc.
I've searched through the patches and hex edits and figured out how to disable the overworld, the intro, the mario start message and how to make the file select screen appear immediately without pressing a button. I just need to remove the title screen and file select screen.
Any ideas would be appreciated! Thanks!
I'm looking for beta testers to play my vanilla puzzle hack The Mushroom Factor.
I'm mainly looking for any bits where you can get stuck or bits that are way too difficult to figure out or bits where you can sequence break, but of course all kinds of feedback are welcome!
Although you often have to play quite skillfully, at no point do you need to do anything glitchy like shell jumping.
As it's vanilla, all the puzzles are consistent with the gameplay mechanics of the original. I haven't added anything bizarre that wouldn't work in the original.
Here's the IPS file:
http://bin.smwcentral.net/u/14047/tmf.ips
PM me if you need any help, clues, etc.
Thanks!
I'm looking for a good puzzle based hack to play, ideally fairly vanilla, but could be chocolate as well.
Hi. Would anyone like to test my vanilla puzzle hack The Mushroom Factor? It's quite hard but not kaizo or anything like that.
Here's the download link:
http://bin.smwcentral.net/u/14047/tmf.ips
My entry:
pablopeach - Mario Goes Mental
http://bin.smwcentral.net/u/14047/mgm.ips
Not sure if it's the same "level ending sprite" as I tried once, but when you insert the sprite into the level, try choosing 3 as the extra bit instead of 2. The level ending sprite I found had 2 as the goal tape music and 3 as the boss defeated music.
I know how to assign the ending or a castle destruction sequence to a particular level.
However, it seems like you can't just end a level with the goal gate or key and then trigger the ending.
Is there a way around this?
I finished my first hack. You can download it here:
http://www.smwcentral.net/?p=showhack&id=5906
It's quite a fiendish puzzle hack, so I'd only recommend it to players that enjoy puzzles.
Here's a full playthough with commentary that a friend of mine made:
I'm sorry you didn't enjoy playing the hack. I understand that this style of hack is not everbody's cup of tea and I expect some people to dislike it. However, I'd appreciate it if you or one of the other judges would finish playing the game and then reconsider whether to accept or reject it. I would say that all of your criticisms, while perfectly valid, are really a matter of personal taste, rather than objective grounds for removal.
The reason I changed lots of stuff was simply to make the game different and fresh and fun and challenging. I think we've all played plenty of boring hacks and I just wanted to do something interesting and different.
You got stuck at the "dead end" with a brown block and a shell, but in another of your criticisms you complain that brown blocks are breakable with a shell. I think that for a puzzle hack to expect you to put two and two together and break the brown block with the shell to progress is quite reasonable.
Why don't you watch this video of aterraformer playing the hack blind? You'll see that while he shares a lot of your criticisms, he basically enjoys the changes I've made and finds it fun and engaging to play.
http://www.youtube.com/watch?v=_ZlEn3C40wk
I appreciate that the game maybe is a bit rough around the edges and I wouldn't mind fixing some parts that are frustrating for the player. Unfortunately I can't fix all your criticisms without basically undoing the whole game. Bear in mind this has taken me a year to make and I think saying that it doesn't even deserve to be on the site is overly harsh.
Thanks
pablopeach
Ok, well fair enough. I think I'll take a break for a while and then maybe come back to it with a fresh perspective and try to improve it in the ways you've suggested:
create obstacles that the player can realistically beat on the first try - TOTALLY AGREE
engineer a more engaging environment to play within - TOTALLY AGREE
provide the player with information regarding the new physical properties of objects - SOMEWHAT AGREE
Don't ask me why, but I really wanted to make a game with no text in it at all. I tried to design the first few levels so that players would grasp the changes through the gameplay rather than having to use a message box. Obviously I didn't do this as well as I could have. I'll see if I can make the opening levels much gentler to fix this. Then again, I felt that the opening had to be a bit brutal so it would fit with the plot of Mario escaping from prison.
One of the reasons I changed a lot of stuff was so that I could create original puzzles based on these changes. You'll discover this when you get further in the game. One of the problems with vanilla puzzle hacks is that pretty much everything you can think of has been done, especially when you avoid item-babysitting. So a lot of the changes are designed to allow new puzzles later on, as well as level the playing field and take away the advantange that experienced players have.
Anyway, thanks again for the feedback, it's very useful. Maybe I'll submit the hack again in the future once I've done more work on it.