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TESTERS WANTED! Mario Blitzkrieg
Forum Index - SMW Hacking - Works in Progress - Hack Testing - TESTERS WANTED! Mario Blitzkrieg
Pages: « 1 » Link
I made this post because I would like to recruit some play testers for my hack I have been working on since the summer time. Seeing that I have probably spent too much time with my own eyes on the project, I haven't really quite identified all of the problems. In which is how come the submission status at the point is not achievable by a long shot. If you would like to play through my hack and give as much feedback as possible, I would love it. I am kinda putting it on hold until I get some more feedback on it, and also I am taking a bit of a break from this project for now to do some other stuff. Though if the interest is there, then I will obviously revisit the project. Think of this as the beta of the hack, the concept is there, but there are obviously a lot of problems still. If anyone would like to help me work on it and collaborate, maybe add your own levels or concepts that would be awesome as well.

Tell me anything you see that is jammed up, could be cut off, lag, balancing, anything else anyone would like to add I would love for the feedback so I can do a DEEP clean so when I submit it again I will be able have this directly hosted on this website. That is when I will feel vindicated that I have something of quality on my hands. Too difficult to do it solo, considering that the name of the game in hacking has changed since 2010 when I first started playing around with hacks like this. Looking forward to seeing if anyone is interested.

The hack has 4 worlds
Happy Hillside
Dry Dry Desert
The Underworld
The Labyrinth

There is around 30 levels or so.

Here are some screenshots:














This is the beta version 1.0, so there are obviously going to be several iterations of this hack as more improvements are made. I would like to have as many eyes on this as possible, so things can get fixed. Here is the .bps file:https://bin.smwcentral.net/u/40194/MarioBlitzkrieg.zip

You can also visit my website if you choose for the most current version: https://snakerandsons.wordpress.com/mario-blitzkrieg-rom-hack/

So lemme know what you fine people on this website think, give it a gander, and I'll take notes. #smw{:peace:}
Though I don't see anything wrong with your site except bad information and question why you are linking to Lunar Expand and not Flips (LE being to make a rom larger and Flips is actually for patching files) I think you'd benefit from making a thread here and hosting your .bps in your filebin 1) to avoid other hosting sites like media fire which has had an issue with adware recently and 2) Making a thread a better alternative to a random blog that many people might not see.
That being said Why didn't you just post everything on your blog here? Preservation would be better here plus ease of access is again better here.
Yeah that's a good point Ninja, I didn't see that this website had that feature. Only reason why I was linking to my blog, I'll modify the thread. Thanks man.
These are some fixes that have been implemented since I have posted the version of the hack yesterday, working towards doing my own game fixing patches. Think of this as patch 1 of beta v 1.0

****BUG FIXES- April 24 2020****

-Fun on Slopes exit fixed
-Tweaks on Boneyard 2
-Tweaks on Haunted Blues
-Dreamland Fixed
-Happy Hillside Over world fixes

I am actively working towards identifying as many problems in the playthrough as much as possible. So anyone who downloads it from my file bin will have the new patch

Here is the new patch!

https://bin.smwcentral.net/u/40194/MarioBlitzkriegbeta1patch1.zip
I Will Test it as my Next Project im Courios how the New Version will be the First one had a lot of Bugs already which Needet Debug Modus but in My Test i will Only Tel about the New Version :D

--------------------
Mein Youtube Kanal
http://www.youtube.com/user/Lordkronos100?feature=mhum


My Youtube Channel
http://www.youtube.com/user/Lordkronos100?feature=mhum


Originally posted by lordkronos100
I Will Test it as my Next Project im Courios how the New Version will be the First one had a lot of Bugs already which Needet Debug Modus but in My Test i will Only Tel about the New Version :D



I appreciate it, the new version that I put out of Friday has some improvements. Let me know what you think and what can be done better. :)
I Could see indeet the Improvements and for the Most it was Alright for a Test until World 3 somehow i Could not Beat That first Level becouse it Looked already Beaten so i Used Debug Mod then i found out that Level 2 and the Last one can not bean beaten Right becouse an Exit is at The Start so it can not be Tested Level 2 i could Cheat trough so it can be Played with Debug mod but the Castle is Instant Win and can not be Correctly Tested for The first Worlds i found Some Frafical Errors i will Show in a Video then but i hope before i Start the Two Levels or three can be Fixed so i can Test all Levels sofar at best without using Debug mod for Correct Testing so for Now its onhold and i will Start with Next Update and dont Worry it maybe a rough Start yet i will give my Best that we become this Hack Accepted :D

--------------------
Mein Youtube Kanal
http://www.youtube.com/user/Lordkronos100?feature=mhum


My Youtube Channel
http://www.youtube.com/user/Lordkronos100?feature=mhum


I have only played the first world of this hack and so far I find this hack very forgetful. Not that there are lots of issues, but I think this hack is not even tested, which is what you should've been doing first and fix it as much as possible before posting here. The title screen has some poor work. Logo is very terrifying and unfitting, small letters would help, otherwise custom graphics are always the option. The Exposition level should also be as an intro screen, setting up atmosphere, because using letters only do not make the story imaginable.

The first regular level is Toad Town, which in the main screen, it's just background setup with some collectibles around. The town section is too long as barely something happens and should've been shorter. Using pipes forward and back sends me to the start, which shouldn't be. The sewer section one is where the gameplay starts to begin, and it's very bland and uninspiring: black background screen; white ninjis came out of nowhere which I have no idea; pointless checkpoint at the end; instead of koopa shells, it should be just a single coin or mushroom, only few. Also what is this block used for?
The coin spending on key is pretty unnecessery, especally for shops, which are pretty useless, in case that I can easily obtain items from other levels. Ever thought of why Nintendo never bothered to put item shops in Mario games?

The rest of the levels are pretty much the same. Although the graphics were fine, the design wasn't. It had lots of extra lifes, lots of coins, inconsistent placement and flat, lazy and uninspired design setups. There's also some graphical bugs, especally the ones I nitpick, too. 1 2 3
Some examples I can give are in Fun in the Forest. Never ever put blocks behind background, because not only appear items appear invisible for a second or bunch of causing cutoffs, but the player can fall off the platform. The dragon coin (the 3rd one) causes an infinite life glitch. Big inconsistently designed block part with a bunch of P-switches and three ways to the right, which I have no idea what does it try to be.
Even more I don't even understand why on Fun on the Slopes level there's a door leading to a coin collecting section till' the exit.

The boss battles at least have some effort. Captain shy guy battle is alright, although it's only just jumping on it, which is very easy. The airship tiles shouldn't be recolored, they are alright as original. The magikoopa battle is very difficult until I realized it shoots at the higher angle when it turns to player, maybe sorta enjoyable but repetetive a little bit too much. The aesthetic setup is also kinda inaproppriate.

The world map uses SMB3 graphics, including that paths are left revealed, which is obvious there needs to be indicator, in case if there is a secret exit or not. It's also confusing when it comes to design. Some exits that I got move back to where I came, some pathes are moving through the trees, houses and grass, when there should be roads instead.

That's pretty much my thoughts for now. There is a whoooole room for improvement, which needs to be worked on.
Originally posted by lordkronos100
I Could see indeet the Improvements and for the Most it was Alright for a Test until World 3 somehow i Could not Beat That first Level becouse it Looked already Beaten so i Used Debug Mod then i found out that Level 2 and the Last one can not bean beaten Right becouse an Exit is at The Start so it can not be Tested Level 2 i could Cheat trough so it can be Played with Debug mod but the Castle is Instant Win and can not be Correctly Tested for The first Worlds i found Some Frafical Errors i will Show in a Video then but i hope before i Start the Two Levels or three can be Fixed so i can Test all Levels sofar at best without using Debug mod for Correct Testing so for Now its onhold and i will Start with Next Update and dont Worry it maybe a rough Start yet i will give my Best that we become this Hack Accepted :D



I'll do another patch to fix that impossible pathway for the World 3 glitch. I'm going to be doing some debugging on stream soon, so I can get some more people to demo it. It's going to take time to get this thing working better, but I appreciate your input. If you do end up making a video, I'll defiantly watch it to get a better idea to your reference points.

Originally posted by bwal
I have only played the first world of this hack and so far I find this hack very forgetful. Not that there are lots of issues, but I think this hack is not even tested, which is what you should've been doing first and fix it as much as possible before posting here. The title screen has some poor work. Logo is very terrifying and unfitting, small letters would help, otherwise custom graphics are always the option. The Exposition level should also be as an intro screen, setting up atmosphere, because using letters only do not make the story imaginable.

The first regular level is Toad Town, which in the main screen, it's just background setup with some collectibles around. The town section is too long as barely something happens and should've been shorter. Using pipes forward and back sends me to the start, which shouldn't be. The sewer section one is where the gameplay starts to begin, and it's very bland and uninspiring: black background screen; white ninjis came out of nowhere which I have no idea; pointless checkpoint at the end; instead of koopa shells, it should be just a single coin or mushroom, only few. Also what is this block used for?
The coin spending on key is pretty unnecessery, especally for shops, which are pretty useless, in case that I can easily obtain items from other levels. Ever thought of why Nintendo never bothered to put item shops in Mario games?

The rest of the levels are pretty much the same. Although the graphics were fine, the design wasn't. It had lots of extra lifes, lots of coins, inconsistent placement and flat, lazy and uninspired design setups. There's also some graphical bugs, especally the ones I nitpick, too. 1 2 3
Some examples I can give are in Fun in the Forest. Never ever put blocks behind background, because not only appear items appear invisible for a second or bunch of causing cutoffs, but the player can fall off the platform. The dragon coin (the 3rd one) causes an infinite life glitch. Big inconsistently designed block part with a bunch of P-switches and three ways to the right, which I have no idea what does it try to be.
Even more I don't even understand why on Fun on the Slopes level there's a door leading to a coin collecting section till' the exit.

The boss battles at least have some effort. Captain shy guy battle is alright, although it's only just jumping on it, which is very easy. The airship tiles shouldn't be recolored, they are alright as original. The magikoopa battle is very difficult until I realized it shoots at the higher angle when it turns to player, maybe sorta enjoyable but repetetive a little bit too much. The aesthetic setup is also kinda inaproppriate.

The world map uses SMB3 graphics, including that paths are left revealed, which is obvious there needs to be indicator, in case if there is a secret exit or not. It's also confusing when it comes to design. Some exits that I got move back to where I came, some pathes are moving through the trees, houses and grass, when there should be roads instead.

That's pretty much my thoughts for now. There is a whoooole room for improvement, which needs to be worked on.





Thank you for your feedback, I appreciate the approach you took in your analysis. So I'll address what you've brought up:

1-For starters the introduction screen I am probably going to revert to small characters, and change that whole concept. I was going to incorporate some custom graphics for that to fix the messed up design. Though I had some issues finding a walkthrough on the forum to address this issue. I am just going to stick with using the small default Mario World letters, and switch out the whole early big block approach. I like the concept of the exposition level being the intro screen, I am defiantly going to do that when swapping out the placeholder screen record that was originally imported as a test.

2- Toad Town ended up getting totally changed, but condensing the length is a good suggestion. The underground section will get revised as well, I'll remove the Nijii element as well. The key part I am going to rework in a different way, and I'll lower that limit to something more reasonable. The shops I am going to keep, and rework the item placement as well.

3- The graphical bugs I have to fix, and the whole castle I am going to rework. The layout for fun in the forest, I'll make into a more standard forest level, and get those unnecessary invisible blocks out of the way.

4- Pathway effects I will incorporate in the upcoming patches. I utilized the SMB3 tileset, more for a matter of preference. The dragon coins I am going to remove, because the coin counter element I incorporated removed the need for them. That was something I ended up missing too that I left in from a very early build. World 1 I will rework, then I'll expand beyond that.

Again thank you for your input bwal and lordkronos100. The next build will have these improvements. I'll give an update on the progress of these things once they are reworked. The reason why I asked for play testers, is because there are aspects that I have missed in testing the levels. Thank you for checking it out!
UPDATE****PATCH V 1.1 BETA*****

A few things have been modified in this new patch.
-Title screen is changed, a lot better of a result. This will be the title screen in the final game.
-Over world map for world 1 is less confusing
-Toad town is not as bland now, ended up changing the concept over to level with a lot more to do now.
-Fun on the slopes door was removed, that door wasn't supposed to be there in the first place...
-Fun in the forest is totally changed, scrapped the old level idea
-Shy Guy Toy Box has been rearranged
-Malek's castle has now been scrapped and changed, this will be the final version for the game.

The corresponding changes hopefully suit the first world a lot better, there are still going to be things that are going to be updated as the BETA progresses. Though this is what I've accomplished so far since last post.





Download is below:
https://bin.smwcentral.net/u/40194/MarioBlitzkrieg.zip
First of all, I'm really really really sorry for taking too long to post. I had more than a month without internet when I tested it.
This hackrom has a lot to improve, mainly because many levels have cut-offs, slowdown, blind jumps and disappearance of sprites. There are levels that are impossible to pass as the first boss because the ground isn't solid or River Stix because the skulls disappear due to sprite overload. When you beat each boss it sounds "Here we go!", which can be easily fixed in the ASM of the boss sprites.

There are some levels that have "invisible troll block jumps" that generally end in damage or death because there is no indication that they are there. Example Example Example





For better game development, I would recommend first trying to fix all bugs (not just the ones I mentioned, I'm pretty sure there are more) before uploading an update. For this, you must test the entire hackrom so that you can get those errors, failures, etc.

Good Luck!

--------------------

Fight everyone for everlasting peace!
But what will be the cost?

Super Mario Horizons (WIP)
Pages: « 1 » Link
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