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Posts by JonnyManjiro
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Looking for one more play tester (currently have 2 testers and looking for a third) for a moderately difficult kaizo light hack.

The hack has 12 exits, and the theme of the hack revolves around wall jumping (asm by MarioE) and mad dashing (asm by CoMPMStR).

Other notes:
No overworld (asm by Brolencho)
Instant retry (asm by lx5, worldpeace)
Custom music but most of it is still WIP (current tracks are mainly filler, and some are still vanilla)

Link to the BPS:
https://bin.smwcentral.net/u/45540/Streak%2Bof%2BTigers%2B%2528test3%2529.bps

Thanks in advance for your help and support with this project.

Screen shots:






URL showing a spliced run that demonstrates intended strats:
https://www.youtube.com/watch?v=IVIikMHwgFg
Originally posted by MassPunishment
I can help with testing. I've already pulled the bps file, and I'm playing some levels


Thank you for helping out!

I've seen your detailed reports after play testing other hacks so I'm glad to have your help#smrpg{y}
Thank you for all of your comments and suggestions.

I will go through all of them and let you know which ones I addressed and how I handled them, and then give you an updated BPS when the changes are finished. Unfortunately, it's going to be about a month until I'm free to work on this again, so no worries if you're not available to test at that time.

Thanks again for your help and hope you got some enjoyment out of the hack#smrpg{y}
I've applied most of your changes to the following patch:

https://bin.smwcentral.net/u/45540/Streak%2Bof%2BTigers%2B%2528test6%2529.bps

Also, here is a log of the changes:
Note: Some of the suggested changes were by other play testers.

Global:

Wallkicking can now be achieved off the same wall in succession (except for a few rooms that use the off-screen indicator uberasm because I couldn't get them to work simultaneously).
All timers are now set to 0.
All death blocks are now black.
Added more coin indicators.

Note: Unfortunately, I was unable to fix the glitch in which the player dashes automatically if they dash the same frame they die.
Note: The current music is still just temporary filler (other than the title screen).
Note: There was a suggestion to make the backgrounds less similar to the vanilla game because the game is based on chocolate elements, but I currently have no plans to do so.

Level 1 changes:

Changed the upwards flying koopa to a death block with a naked red koopa to avoid an issue in which the flying koopa would not be in the correct position unless the player moved fast.
Got rid of the naked blue koopa shell trick in the beginning because there were potential spawn issues and cheese to avoid the intended strat.
Raised the obstacle with the mushroom to prevent the player from just reaching it by bouncing of the piranha. I also added a wall of death blocks to prevent wall jumping to reach mushroom.

Note: Did not change the trick after the midway because giving the player another tile of leeway enables the obstacle to be cheesed by simply doing a normal jump and not dashing. However, I did add a wall of death blocks to eliminate the unintended alternate strat of wall jumping off the pipe to catch the shell.
Note: Regarding the comment "In the second section there's a spawn issue with the kicking koopa where there is always a risk of throwing the shell at the koopa", I did not change this because I feel it's clear that the player has to go fast to prevent this, and always can.

Level 2 changes:

Made the wall of death blocks after the saw/shell trick one tile shorter.
Completely changed the obstacle before the pipe because the saw would not spawn in some circumstances.
Added a wall of death blocks and coins after the midway to make the intended strat of dashing more evident.
Removed a saw to prevent double-sprite deaths, and replaced the falling platform / death block obstacle with cloud tiles so the player doesn't have to rely on blind timing to reach the saw.
Added coins to indicate where the necessary kaizo blocks are (though only the rightmost block needs to be hit).
Mario now starts facing left after the checkpoint.

Level 3 changes:

Completely changed the opening trick because many noted it was too cryptic.
Added a death block wall after the check point to make it clear that it was not the direction to go.
Added another flying koopa at the end to give the player a little more room for error.

Level 4:

There was a suggestion to add a "P-switch indicator", but I'm not sure what that is.

Level 5:

Changed the background palettes to make the munchers more visible.

Level 7:

Changed the background palettes to make the munchers more visible.
Changed the color of the line guide to make it more visible.

Note: I haven't changed the final trick yet. I'm waiting to see what other play testers think first.

Levels 8-12:

The only changes to these levels are the global changes (darkened death blocks add coin indicators in particular).

Note: Regarding the comment "In room 1 a lot of the jumps become blind because the camera scrolls. I would either lock the camera, or make this section only in 1 subscreen boundary to prevent this", similar to my note for the final trick in level 7, I'm going to wait for feedback from my other 2 testers before changing this. Hopefully the added coin indicators will be enough.
Thank you MassPunishment#smrpg{y}

Also, after some last minute testing I decided to take your suggestion for disabling vertical scrolling in the first room of the last level. I've re-uploaded the latest patch here:

https://bin.smwcentral.net/u/45540/Streak%2Bof%2BTigers%2B%2528test7%2529.bps

I also nerfed a trick in the second room of the last level, but otherwise there are no other changes from my previous patch.
Thank you for all of your comments! I'll make sure to handle all of these issues before submitting (except for maybe the text box), though that won't be for awhile because it will take time for other testers to get through the game and for music to get finished.
Looking for a play tester for a moderately difficult kaizo light hack.

The hack has 6 exits, and the theme of the rack revolves around controlled gravity (asm by MarioE).
Note: Press R to reverse gravity.

Other notes:
No overworld (asm by Brolencho)
Instant retry (asm by lx5, worldpeace)
Custom music but most of it is still WIP (current tracks are mainly filler, and some are still vanilla)

Link to the BPS:
https://bin.smwcentral.net/u/45540/Intrigue%2Bof%2BKittens%2B%2528test%2B1%2529.bps

Thanks in advance for your help and support with this project.

Screen shots:



Originally posted by oderjunks
2nd level has cheese, you can just walk right instead of left.
reminder to set a timer for the 4th level
also you can bash your head against turn blocks to activate them, so you can skip certain powerups and items.


Thank you for trying out the hack and providing your comment.

I'm actually aware of the technique you mentioned, and it is required in later levels. I think it would be much harder to get the key without the shell, but I decided to add another red ? block and one dotted red block to make it impossible.
I've uploaded an updated version that applies the changes below if anyone feels like helping with testing:

*De-cheesing of some levels
Made the tempo of the music in level 2 faster.

Link for the newest file:
https://bin.smwcentral.net/u/45540/Intrigue%2Bof%2BKittens%2B%2528test%2B2%2529.bps

*Because of the controlled gravity tech, de-cheesing is the element that needs the most testing (I think).
Small update (sprite killing tiles were missing in one level):

https://bin.smwcentral.net/u/45540/Intrigue%2Bof%2BKittens%2B%2528test%2B3%2529.bps
Looking for a play tester for a moderately difficult kaizo light hack.

The hack has 24 exits, each of which is cleared by collecting all the coins in the stage (asm by Alcaro).
Note: The exits are relatively short. Every 4 stages is a new world with a new theme.

Other notes:
No overworld (asm by Brolencho)
Instant retry (asm by lx5, worldpeace)
Custom music (almost exclusively taken from my previous hacks) with a little vanilla music mixed in.

Link to the BPS:
https://bin.smwcentral.net/u/45540/Romp%2Bof%2BOtters%2B%2528test%2B1%2529.bps

Thanks in advance for your help and support with this project.

Video showing intended strats (some levels have slight differences from the test version):

https://www.youtube.com/watch?v=enRh2F5aaEw

Screen shots:





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JonnyManjiro's Profile - Posts by JonnyManjiro

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