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Posts by dogma
dogma's Profile - Posts by dogma
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I registered just so I can post on this thread.

First of all, I'm new to this hacking scene (read: 2 days or so), so I've just downloaded some of the top-rated hacks or so and thought I'd give them a whirl. So please don't be too hard on me if I make a faux pas or say something stupid.

This hack definitely is awesome. I know nothing about how these things are programmed but even I can tell that to transform SMW to something that looks like SMB3 can't be easy.

So yeah, its pretty amazing, and I really like it.

I have a few comments though, which I am sure will be fixed in a later version, but thought I'd point them out:


- Time limit is way too strict: if you're going to ask players to search around for coins, at least let us have time to explore around. Allowing people the time to look around will make searching for a missed coin more enjoyable

- Red coins disappear in 4-Ghost House: I died after getting the 5 coins but before managing to beat the Boss Boo (seriously, no time!). Enter the castle - with no red coins. I know someone has already pointed this out, but please fix, because I don't know how to progress on with your hack!

Does anyone have a save with all the levels unlocked? (Or even one that gets past the Ghost House, because I do want to see the later levels!) I searched in the thread save state thread but couldn't see this hack listed there...

- Inconsistent difficulty curve: Again, this has been pointed out, but sometimes the difficulty spikes really randomly. Examples have already been pointed out (why can't you kill the big Cheep-Cheep with the flower in 3-4?)

Once again, this is absolutely work, I really love how some of the levels really feel like they fit right into SMB3.



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Grabbed the final version and playing through now. Not a huge fan of Roy's castle - time limit is too short!!!!

(Not everyone uses savestates or rewinds!)


Played through again and its fine if you don't fall anywhere. My one criticism of this hack is that there are time limits at all... with level design this good, I would want to explore around before rushing towards the goal...

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OK I must be going mad...

In SMB3X, once you've beat Bowser (in Bowser's castle), and the door on the right flashes, you should be able to go through and end the game right? I've tried pretty much every button combination to get through the flashing door, but nothing!

Am I being really stupid?

(In order to get to Bowser, in the room with three pipes going up, down and right, I chose up. I'm going to try the other pipes and see if that does anything?)

EDIT: I've worked it out but thought I'd leave this here just in case someone else gets confused. Pressing up on the flashing doesn't work for some reason - but pressing up on the left pillar does...




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Whilst you're adding time to levels, add some to Lemmy's castle (that is the one at the end of the Ice World, right?) If you fall whilst ascending the note blocks, its very very difficult to get to the end and defeat Lemmy in the current time limit.

Oh and something I posted in the Help forum - for some reason, after defeating Bowser, pressing up whilst at the flashing door doesn't end the game - you have to press up at the left pillar instead. Could you fix that too?

Having gone through all 70 levels though, I absolutely loved the hack - it was amazing. It kept me more entertained than NSMBW (at least until I started playing it by myself rather than multiplayer).

Any plans for another hack?

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Originally posted by GoldenSonic15
In SMB3X, how do you get through the Wnedy's Doomship (or whatever it's called) level in World 3?


See for instance - [url=http://www.youtube.com/watch?v=oZS8YZI2XXg&feature=PlayList&p=9D0240880F2DD1B5&index=7] - should help!



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Originally posted by GoldenSonic15
Originally posted by dogma
Originally posted by GoldenSonic15
In SMB3X, how do you get through the Wnedy's Doomship (or whatever it's called) level in World 3?


See for instance - [url=http://www.youtube.com/watch?v=oZS8YZI2XXg&feature=PlayList&p=9D0240880F2DD1B5&index=7] - should help!



I really don't like it when people link me to a YouTube video of it, expecially when the level isn't the only thing in the video.


I'm sorry - seemed like the easiest way to answer your question...

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I saw the Mushroom Heights level and thought I had to play this; the level is so awesome! Can I just make some recommendations having played through it:

- The first set of enemies, with the goombas and the green flying koopas seems a bit much. I mean it's not particularly hard or anything, but doesn't really fit with a 'World 1' level (unless your hack is suppossed to be on the difficult side)

- Is the info box necessary (re the bouncy mushrooms)? NSMB never bothered - let the player jump on them and they immediately know what they're about!

- To get to the bonus 'cloud' bit, I jumped up from the ? block straight up. The bottom of the pink bouncy mushroom also acts bouncy, which propels you straight up. That just feels weird (was it like that in NSMB? Even if it was, yuck - was very surprised by that!)

- Its obviously a universal thing because the same thing happens if you jump up in the fourth screenshot of your preview of the level

- Finally, when the bonus area ends, it drops you very close to the end of the level. Maybe the drop-off point can be moved to the left?

These are all really nitpicky things. I loved this level - the graphics and the concept. Awesome awesome awesome!! I'm going to look through the rest of the demo!!



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(restricted)
This shows some real promise! I do however agree with what Mineyl says

Looking through the video;

0:09 - I assume those are munchers? Is there any reason we have gold and green ones? And aren't they a bit much for a World 1-5? Or is your hack supposed to be on the difficult side?

1:06 - What is the point of the star? The next area doesn't have enough enemies for 1ups... it seems a bit pointless really. Ironically, I think its one of the best parts of the level (without a a star of course)

1:33 onwards - The blue breakable blocks seem like they have nothing to do with the level. Putting them there just slows you down, they don't go with the rest of level (unless they can be used elsewhere that the video doesn't show) and clash with the rest of the (frankly brilliant) pallette

I really really like the level design though. I like how the first half was relatively flat and the second half mixed things up, and OK I moaned about the munchers, but they're not what this level is about.

Looking forward to seeing more!

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(restricted)
Nice, very nice indeed! I too loved the blue shell section (that one bit was better than all the uses Nintendo could come up with in NSMB)

Just to check in the section with the Magikoopa - you can break those blocks from above with a spin jump right? That would make it a lot less tedious and you could get through that section a lot faster than you did in the recording.

Other than the fact that one thwomp seemed to magically disappear, couldn't see anything majorly wrong with the level

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Can this get any more awesome?

(Please say yes!!)

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(restricted)
Would prefer A, given that the levels aren't uniform in difficulty

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Logup, have you seen this?

Any chance on this going into your hack somewhere too? It would be an awesome (but unrealistic) follow-up to this hack - all the awesome extras that are hidden away in SMA4



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The only problem with the blocks in my link (see my previous post) is that they are in the SMA4 ROM, but weren't actually used in any level...


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I think that sand castle is one of the best things I've ever seen; it looks absolutely amazing.

A lot of work has clearly gone into this hack, and it shows. Keep it up!

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Wow Logup, that looks totally amazing!!



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I don't know what to make of the palettes, but more on that below.

I love the level design (or what you can see of it in the screenshots) - a substantial cloud part is really imaginative for a second level. Can't wait to see how you're going to tie that up together for the two parts to make sense in one level (I hope its not just a hop to the sky at some point!)

I've also come to love the gold pipe... except, if possible in your pipe designs, can you fix that one-pixel line in the middle which is much brighter than everything else? I know SMAS does it the same way, and I know that others are using the same pipes, but its really off-putting!

I also love the HUD. The best thing about it is how simple it is to read - everything is horizontal. I'd prefer it if you took out the 'LAA' but that's your call.

Now for your palettes. I think the idea of a sunset level is nice, but the clouds are just weird (if its a cloudy sunset, its unlikely the sky would be orange). Then, if later in the level you presumably go up in the sky, at sunsset its unlikely you'd see deep lilac clouds.

I would make the cloud palettes a little less saturated and darken the sunset palette a little.

On the whole, this looks like it could be a pretty special hack. Hope to see more soon!

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1-4 looks like it has amazing level design.

Very very nice!

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dogma's Profile - Posts by dogma