I have this problem with GHB Pipes, I tried 2 times following and redoing every step in the guide attached to the files but it's not working, the rom has some patches (it works fine without the patches, tried on a clean rom) but it seems strange that everything else works and trying the pipes with the angle to turn softlocks the game.
(in case the attached image doesn't work)
BUG IN ACTION
Originally posted by Cryses96
This is strange.
Did you patch the fixes.asm and apply Gm14 with UberASM ?
Maybe you doesn´t list all of the Custom Blocks that comes with the List.txt file.
Which patches do you have ?
So I patched fixes.asm and it's still broken, I applied the gm14 (I did all the things in the readme), I also should've listed all of the custom blocks, the patches that I have are:
- Time Up Fix
- Block Duplication Fix
- Ballon Cloud Clipping Fix
- Retry System + Multiple Midway Points
- Feather Autoscroll Freeze Fix
- No More Sprite Tile Limits
- Layer 2 Bouyancy Optimize
- Cape Turnaround Fix
- Framerule Fix
- Infinite Lives
- No Midway Powerup
- Throwblock SpinThrow Fix
- LR Screen Scroll Disabled
- Wallclip and Noteblockclipping fix
- Reznor Bridge breaking
18 exits if you include DO NOT ENTER and the yoshi house
Since my learning Swedish hack was rejected I made a smaller hack with the best part from that rejected hack where I made levels based on sports and video games I kept the original Swedish in the hack
V1.0 -16 sport and video game themed levels -The baseball level is based on Shinobi on the NES -Sports have the Swedish names
As a bonus add up the numbers found at the end of each level just to prove that you actually beat all the levels
Play on Youtube with commentary
Screenshots:
This hack is basically your old "Language learning Swedish" hack with less levels and some modifications. I played the whole hack. The levels are confusing and poorly design, there are a lot of the same obstacle. Not to mention that the glitched graphics and the difficulty spikes mentioned in Noivern's thread are not fixed. The hack presents also a lot of cutoff and a vanilla unedited overworld.
Please use the forums to get other users' opinions on your hack and adjust it accordingly before submitting.
IN THIS GAME YOU PLAY THE ROLE OF SUPER TOAD MAN PERSON AND MUST PLAY THROUGH 902375847623846708436783267843 LEVELS OF VERY LONG AND [insert edgy garbage here] Please, for the love of Toad, don't ever play this.
Screenshots:
This hack has a nice atmosphere but it lacks the core values to be accepted. It only features about 3 minutes of gameplay and all of that is mario running right without any other thing to do. It should be creepy/joke but the only things that are present are some message boxes with criptic messages and nothing else.
hey, this hack is called easy path and she has 12 exits nothing special, and no secret exits. she is also very colorful, and the levels are not very long. I have not used custom blocks and enemies. Thank you for playing, have fun.
Screenshots:
This hack has too many negative points to be accepted:
-A softlock in the boss fight in level 1, forcing to wait 200 seconds. Softlocks are an absolute no.
-The level design is not there. A lot of the levels are just run right and jump, with blind jumps, bad enemy placement and Lunar Magic copy pasted sections just to make the levels longer, try to make the levels interesting and not leave them plain like they are now.
-A not really nice "troll" in the water level, which forces you to wait a lot of time in a pointless fall section.
-Eye soaring palettes and a lot of cutoff in a lot of the levels.
-Final point: the difficulty is all over the place, it starts off kinda easy then gets hard, then easy again. Difficulty spikes are not nice. Try to have a smooth difficulty curve.
This hack has some major issues that prevent me from accepting it: -The overworld is the vanilla one, with a changed palette. Please create your own new overworld and delete the vanilla overworld first. -The checkpoint in the last level doesn't work. This is caused cause the original level midway point is not moved, you moved the midway point only in the subleves but it doesn't work like that.
-The midway placement is super weird, most of the time the first half is way shorter than the second. The 2 sections of the level need to be of the same difficulty and length roughly to not have jumps in the difficulty. There are also some minor issues that I'd like to see fixed:
-Missing level tiles from the overworld.
-General lazy level design, try to do something interesting with it. Lastly, I suggest to not submit hacks when you already have a hack in the waiting section and to wait to submit instead. You could also instead of making 3 small hacks, just make a big hack, to avoid having to submit all the single small ones.
Yeah Lazy is the name of the moderator. It wasn't a comment on the hack. Judging from the screenshot it looks like you've modified the graphics for most of the game. In my opinion, if you make an original hack with those graphics, a nice overworld and some good levels, your hack is more than welcome on the site. However not in the current state, since modification of the vanilla Smw are not accepted.
A ROM hack of Super Mario World. You play as James. You also play as Jave if you're playing 2-Player mode.
The demo ends at the castle.
WARNING: This is just a beta. Expect some things to be unfinished.
Screenshots:
This hack is lacking the core values to be accepted. First of all, this demo is too short, uses vanilla overworld and all of the levels are blatant vanilla edits. Since Levels are made from scratch, excluding translation hacks is a core value, I'm not able to accept this.
Another problem is that most of the background graphics is not that good looking. Please work more on your hack before submitting another demo, try to have more ORIGINAL levels (not vanilla edits).
STORY: The Golden Mushroom was stolen by Bowser! Mario must defeat him and retrieve it to return to the Mushroom Kingdom!
This new version of the hack has 5 worlds and 42 exits.
I've been working on this hack for over 2 years.
Screenshots:
I was gonna accept this hack because it was very well done and it was clear that it had a lot of effort put into it until the final world cause it only had a few minor problems that weren't a reason for rejection but then 2 big problems arose in the 2 final levels so I had to reject this. Below there's a list of all the problems I found, starting from the overall problems, then going over the reason for the rejection and finally a list of all the little errors that I found scattered throught the hack.
Overall problems:
-The flashing HDMA that happens sometimes when loading a level is pretty annoying, especially because it happens a lot and if someone has problem with flashing stuff it can definitely be annoying. If fixable I would prefer this to be fixed, if not, it's fine.
-A lot of the levels have some very big (sometimes max distance) jumps where you can't see where you are landing, thus making a lot of them blind to the player. I would really like to see them changed, play throught your levels and every time you feel like you need to scroll to see what's ahead, make the jump smaller, try to think with the player's mindset, not the creator one.
-I had a major problem with the lives in this hack, I game overed 3 times (2 of which on the final level) cause you start Mario with 5 lives and they are just not enough. I managed to find only about 3 extra lives here and there. Maybe add 1-UPs to increase the playability of the hack.
Major problems (aka reasons why I rejected this):
-There is a softlock in the first autoscroller section of Lava Mountain 5-5, at the end, just before the pipe, you can jump over the tank and get stuck up there until the time runs out because the autoscroller stops.
-The final level is a huge difficulty spike compared to everything else in the game, it contains various rooms without checkpoints, a lot of which are very long and not feasible to beat the first time you get to them, forcing the player to lose lives, either make them shorter/add 1-UPs/add powerups/add checkpoints.
-There is a sublevel in Spooky Land 3-2 that you can enter but then you can't exit unless you die cause the end pipe is not an exit-enabled one. I believe this was accidental by you and it's a very easy fix.
-If you go to Clawgrip's castle early with the shortcut, then beat it, then play throught the rest of the game going back and doing it the normal way, you won't have a save prompt up until the final level, I noticed this when I was on the final level, I game overed and it sent me back from 40 exits to 27 exits, which is pretty unfair. I would add a save prompt somewhere in the last world or maybe in a ghost house near the end.
Minor problems:
-There is a lot of lag in a bunch of levels, due to too many sprites on screen at once, these are the instances when it happens, please fix them, it makes the game in those points not enjoyable:
-lag with the rotating platforms in Grass 1-3
-Lag in Grass 1-4
-lag in Cherry Forest 2-2
-Lag in Beetle's castle
-A lot of lag in main level in spooky land 3-2, in the place with the 4 flying paragoombas
-A lot of lag in the sublevel in spooky land 3-2, the one for the secret exit with the disco light
-The on/off blocks graphics in Cherry Forest 2-4 are broken, it's an easy fix, especially since you aren't using the fishing boo in that level, it's not a big deal but it would be nice to see it fixed.
-There's a weird difficulty spike in Spooky Land 3-3 in the fishing boo section. I would make that section easier, again, not a big deal.
-Where's the secret exit in spooky land 3-3? I searched in the level a whole lot, but I couldn't find it. I even looked in Lunar Magic after having beaten Bowser and I couldn't find it. My save file was at 41 exits. It's either an error with the overworld saying that there's a secret exit when there's not one or you indicated the number of exits wrong.
-There's a wrong platform placement on the line guide in Clawgrip's castle which makes the jump a lot harder than it should be.
With all of that said, the hack is for sure a great one and deserves to be on site if it wasn't for that softlock. You're more than welcome to resubmit it once you fixed it! Excited to see your future work!
Exactly what it says on the tin. Bowser is so fed up with losing, he makes the final stage unwinnable (something he literally could have done any time he wanted), forcing Mario to be unable to rescue the princess. Featuring some creative design inspired by the DKC series.
Screenshots:
The reject reason is that every level is unbeatable because the goal posts are not working, most probably due to a LM3.0 known bug. I tried reaching you (sokobansolver) with PMs, please update this as soon as possible, I played some of the levels using LM and it's a shame to see a hack as fun as this get rejected cause of a goal post bug.
My vote goes on to Storks, Apes and Crocodiles by the evil genious himself. I played almost all of the hacks that got nominated and I have to say it was a tough battle but storks won my heart, just overall great level design, tough obstacles, without many trolls and bringing overall a revolution in the kaizo design, considering it created ideas for other great hacks like invictus and such.
+1 for storks
Whats this!? a new hack by me!? if you said so then yes! Note: the reason why this hack is vanilla and chocolate, hack its because some levels, use the original SMW Graphics, and music witch makes it vanilla, and some levels use ExGFX, and Custom Music, witch makes it chocolate, theres also Custom Blocks, in this hack!
Screenshots:
I have to reject this hack cause level 2 is unbeatable due to the green blocks (that judging from the message box should break with charging chucks) that don't break, thus making it impossible to progress, I'm linking a GIF below to show exactly what's happening. What's happening?
I suggest to test the hack fully before submitting it.
This hack includes seven "high quality" troll levels, designed to both hilarious and quite annoying. Six of these levels hold a secret somewhere within. It also contains 4 small switch palaces, which together unlock the final level!
Enjoy!
Screenshots:
I'm rejecting this for a few reasons:
-Troll/joke hacks need to be *extra* interesting to be on the site, this one is some nice mechanics mixed with generic stuff.
-A lot of the trolls are map16 edits or really confusing blocks and asm, which make the levels really hard to figure out, even after dying various times to obstacles, the hack feels well made but most of the levels are extremely confusing.
-1 or 2 levels are just dying to blind stuff until you figure out what to do, 1 is even a pick-a-path, which is not really a great design choice.
-On the aesthetic side of things, it doesn't really stand out that much, it's got some pretty bad palettes at times and some cutoff here and there, in short, the levels don't feel polished overall.
It has one pro but it's not enough to make it approvable, which is the overworld, that's pretty well done, unfortunately it's missing the core values of level design for troll/joke levels on the site.
P.S. Also fyi, there are no required P-Switch jumps in this game.