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Yoshi: TWECC [DEMO 1 RELEASED!]

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Sorry, I didn't clarify the BG palette thing enough.



The FG palette in the castle is part of the plot. It's a run down castle, not a perfect one.

Bowser is not involved AT ALL, in this hack, except for the fact that he took the egg capsules. Later in the game, he does something that will change the whole plot. Ala, he can't be the final boss. Nor is Mario, except that you have to save him with the egg capsules. Peach isn't involved at all, and neither is Luigi.
come check out my stream, i play cool stuff sometimes -- twitch.tv/xcombomamba

tl;dr you're a cool person :)
The background palette still seems sort of ugly. The transition between the third layer of leaves and the fourth one, as well as the transition between the fourth layer of leaves and the sky, could be a lot smoother. Here's an example:



On another note, it's good to see you aren't having Bowser as the final boss, unlike 99% of hacks out there.
The bad news: This hack will be delayed for an unknown amount of time.
The good news: It isn't going to be more than a few days.
come check out my stream, i play cool stuff sometimes -- twitch.tv/xcombomamba

tl;dr you're a cool person :)
video 1
0:03- Nintendo doesn't present this, you do. Not a big deal but I'd like to see that changed.
0:07- No title screen music change?
0:11- Okay, obviously not finished. No biggy either.
0:18- I'm not liking the BG/FG palettes together. FG is a bit too vibrant. Too much contrast with the BG. Might I suggest switching the top of the palette with the bottom? As in, making the part Yoshi walks on the orange-y color and the walk through dirt, the beige-y color.
0:22- IMO this is bad placement for the shell-less blue koopa, I would put him on the other side. It's just too slightly difficult. The only place for you to jump is in the small area before he kicks the shell again. Also, make the path above the shell-less blue koopa at least 1 tile wider. What if by chance, someone come back to the level as "super mario"?
0:23- Too much empty space beneath where the bouncing green paratroopa is. But a little decoration wouldja~
0:29- Having the slop that goes to upward to the left is a bit pointless. Possibly put some coins or a muhsroom their to give a reason to back track just a little bit.
0:31- Mega moles are cool, make use of them! Possibly put a spike or muncher pit udnerneath him. This gives the player the risk to go for the long jump, or to simply hop aboard the SS. Mega Mole. Oh and I would take out or move that goomba on the other side back a bit. A bit too close to the ledge. Infact, you long jumped over the mega mole and it killed itself before you even reached it.
0:34- More decoration please.
0:36- A very tight squeeze between the ceiling and red koopa. Also, I would suggest keeping the the midway-pillars. A line by itself is not that cool looking.
0:38- More decorations aaaaaaaaaaa
0:39- This is is a bit hard to explain. Basically on that first platform going up, it's a side of a platform and thus gives you an ugly bold black line. Make it like the one right above it.
0:41- This isn't as "bad" as the first shell-less blue koopa, but consider moving it to the other side as well.
0:45- You yourself even had problems getting through that passage. Make it one tile lower. And I think that's some cutoff on the slope.
0:52- There was really no point to those shell-less blue koopas on the ledge. Suggestion --> extend the ledge upper ledge and extend the lower ledge, only frlip the lower ledge to the right side. And really now, Make all passage ways at least 2 tiles high if they're the only way to get through the level.
1:02- Lower the platform that's parallel to the pipe 1 tile.
1:13- Yikes, get rid of that invisible coin block. It could be too hazardous. Is there a reason to have to have the pipe need the invisible coin block to enter? Things like thi seem unnatural and remind the player that, yes, you are playing a hack.
1:35- Cheater. You might as well remove the whole section leading up to the goal tape's "regular route".

I'm too lazy to do the other videos right now. I'll edit this post later when I do finish.

Originally posted by Araragi
*blahblahblah*


You act like YOU'RE the perfect hacker and make no mistakes whatsoever.
HOLY SHIT! It took you 1 minute 30 seconds to click the thread, read my post AND post your own message that has nothing to do with the topic. That's some skill right there if I've ever seen it.

Everyone makes mistakes, true, but mistakes can be fixed, which is why Marisa/Araragi is trying to point them out. He's/she's doing nothing wrong.
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I redesigned the World 1 Castle. Made it longer, fixed a few bugs, and inserted a new boss. Thanks to Yoshicookiezeus for creating that boss!

I am going to do an overworld for Demo 2, because this has already been delayed for longer than a week.
come check out my stream, i play cool stuff sometimes -- twitch.tv/xcombomamba

tl;dr you're a cool person :)
Cutoff net at 0:13 and going though orange pipes isn't a good idea. Everything else is decent.
Originally posted by everest700
Cutoff net at 0:13 and going though orange pipes isn't a good idea. Everything else is decent.


1. I don't see any.

2. That message box tells you about the pipes, but I was using Yoshi's House to test my levels, so it would have said the text from Yoshi's House.

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The final level I'm making for the first demo.
come check out my stream, i play cool stuff sometimes -- twitch.tv/xcombomamba

tl;dr you're a cool person :)
Video 1 - World 1 Castle

0:03 & 0:31 - Glitched graphics on note blocks. These don't work in Castles.

0:13 - Spike and Triangle cause cutoff in net. That's easy to fix.

0:57 - NO! That's an evil Kaizo trick. If I kill the Koopa or run out of throw blocks then I can't proceed.

1:04 - 1:41 - Bad FG palette and overused Boss. Make it more interesting.

Video 2 - Level 4

Other than the level being VERY short, I can't see anything wrong here. Why are there Coins above the Munchers at 0:09?
I just submitted the hack to the SMWC DB. Until it's moderated find it here.

I changed the title screen, changed the OW graphics for Yoshi, and fixed some bugs. Enjoy!
come check out my stream, i play cool stuff sometimes -- twitch.tv/xcombomamba

tl;dr you're a cool person :)
World 1 castle vid:

0:00 - Not a bad thing, but I like what you've done with the background. You might want to remove the impressions in the background, though, since the windows look awkward the way they are.

0:03 - As mentioned, glitched Note Block graphics. Use a springboard instead, maybe?

0:13 - The spike and Smiling Slice of Watermelon cut off the net a bit.

0:24 - It's not necessary to continue in the level, but shelljumping is generally frowned upon here.

0:33 - This part is sort of confusing.

0:39 - The pipe cuts off the door a bit.

0:45 - It's hard to tell with the crummy video quality, but I think the ledge Yoshi is standing on is cutoff on the left side.

0:56 - This trick is very similar to shelljumping, and this time it is required to continue in the level. You should replace it with something else.

1:05 - The Earthquake Thwomp boss is extremely overused, but it won't get your hack removed, so if you want to leave it in, that's all right. Also, bad floor palette.

1:35 - Why does it play the normal level clear music instead of the fortress/castle clear music?

Level 4 vid:

0:04 - The bridge is cutoff a bit at the edge. Try moving the left edge of the pool up a bit.

0:06 - Same deal, same solution.

1:01 - There's a bit of visible slowdown in this area due to the billion Koopas you put here.

1:05 - The level is pretty short, but then again, it's in the first/second world, so whatever.

-----

It's looking good! Don't get so discouraged you stop working on it if it gets removed - that's a trap many people fall into. They're just telling you what to fix, not pushing you down in the mud and laughing at you.

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