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The Misfortunes of Little Denise by Mpereira
Forum Index - Valley of Bowser - Moderation Questions - Hacks - The Misfortunes of Little Denise by Mpereira
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File Name: The Misfortunes of Little Denise
Submitted: by Mpereira
Authors: Mpereira
Demo: No
Featured: No
Length: 49 exit(s)
Type: Standard: Normal
Description: The file comes with two versions: Portuguese and English.

Choose one of your own and have fun!





==English description==



My first Super Mario World hack! With 49 Exits, HP system and some puzzles.

In this hack you play as a girl named Denise, she is on this adventure to discover where so many strange creatures come from where!



==Descrição Português==



Minha primeira hack de Super Mario World. Com 49 saídas, sistema de HP e alguns puzzles.

Na hack você controla uma garota chamada Daisy, ela está nesta aventura para descobrir de onde vêm tantas criaturas estranhas de diversos lugares!

Screenshots:
The for the most part is pretty solid and well made. There are however a few issues holding it back from been accepted. A lot are minor whilst some are more major.

The Catapult Power sometimes acts weirdly in certain situations. I managed to get it stuck bouncing a ball back and forth. It's a minor issue but it did happen a few times here and there. Also while it is cool to be able to shoot upwards sometimes it makes me fire upwards during a jump when I want to shoot an enemy that is front of me.

In a few levels you use Silent Bullet Bills. Either use a Cannon or add SFX to them so they are not a unfair surprise on the player. Also found in a good amount of levels are surprise enemies that give the player little time to react to them such as falling koopa's or even following a coin arrow downwards only for there to be a Dry Bones waiting to hit you once you land. Just tweak a few of the enemy placements and it'll be better.

I notice a Level Name that was not translated. Not a removal reason just thought I'd let you know whilst you fix up other issues.

The Mega Mole part is pretty tedious. I like the idea in concept but the execution leaves a lot to be desired. A lot of the time you'll shoot the munchers and not the enemy you were actually aiming for leading to a lot of frustration when those munchers are insta-kill as well. Rethink how this section is set up.

The usage of Fire Piranha Plants in the Space Level is unfair as a lot of their projectiles really blend into the background. Either change the colour of their projectile or get rid of them entirely.

The Penguins don't look spiky or unsafe to jump on seeing as they are just Rip Van Fishes. Maybe change the GFX so they actually look like something sharp or unpleasant to stand on. If you use them only in water sections then that's fine as its how the sprite is supposed to usually be used.

The Castle Level with the nets has a few issues. The Magikoopa wand likes to show up randomly in different places. I think its due to the camera scrolling with the character. Also you use Piranha Plants behind the nets which is another unfair hazard as they actually can hit you even though they appear to be behind the net. We also see a Lil' Sparky stuck in a slope.

The Destruction level is fine for the most part however I'd make it more clear that you are supposed to fall down this hole once you press the P-Switch as its not too clear.

Happy Birdo Day has a good amount of issues that need fixing. For starters some of the landscape has odd collision as you use tiles you can pass through with ones you can't so although it looks fine it plays oddly. It's a minor issue but can be fixed with a few different tiles been used instead.

The idea of the hidden area is fine but the way in which it takes the player all the way back to the midpoint is a bit unfair. Let it take them somewhere closer to intended path. The Invisble Coin Block bridge is also something I'd remove as it's just tedious and not fun.

The Beezo & Phanto section could use one less Phanto as having two seems like overkill especially if you end up loosing the block and have to do the section all over again.

The Climbing Mountain level has a lot of the same sections especially with the same set-ups of enemies appearing over and over as you climb the vine. Add some different enemies to make this climbing part more exciting.

I managed to create an odd glitch with Lakitu and Wiggler. I am unsure how it happens but Lakitu just stays up there doing nothing. Maybe its something to do with the sprites on screen?

The Desert level has some issues. The Quicksand been water is very odd as you can insert other custom elements like sprites so why don't you add in an actual quicksand block? It'll make the level flow a lot better. There are instances of sliding enemies going through solid objects as well as Volcano Lotuses shooting pollen off-screen which creates and unforeseeable hazard if you get close to it. Reconsider a few of these sprite placements to make sure things like this don't happen often.

The Castle Level of World 3 is where I stopped playing. I managed to get a softlock after the boss fight. It seems that the number of sprites on screen makes the Twins not show up. I tried this on different emulators and edited the level myself to test the theory. Removing the Bullet Generators made the Twins spawn in.

You can't have softlocks and with this been in two different emulators I have to question if you tested this level properly as it happens 100% of the time. The boss itself needs changing as you get stuck in an infinite combo due to the earthquakes and the boss and just rapidly drain your health.

With these main issues aside I'll want to discuss another issue with the hack. Although not a removal reason I do feel as if its good feedback to give.

A lot of these levels are LONG. I really mean it when I say long as checking in Lunar Magic 99% of levels are either using the max screen amount or are coming close to it. It makes levels feel way to long and more of a slog than something that is enjoyable. If you shortened the length of most levels I feel it would really make the hack better as once you get to the half way point of most levels its just the same obstacles over and over without any differences or changes.

Below is a Screenshot Link of a few issues I seen in the hack. I hope it helps address the main and major issues that need fixing.

Once everything is fixed and tested feel free to submit the hack again and hopefully it'll get accepted. There is a lot of effort been put into this hack so I'd like to see it get accepted.

Good Luck. #smrpg{y}

Screenshot Link
File Name: The Misfortunes of Little Denise
Submitted: by Mpereira
Authors: Mpereira
Demo: No
Featured: No
Length: 44 exit(s)
Type: Standard: Normal
Description: The file comes with two versions: Portuguese and English.

Choose one of your own and have fun!





==English description==







My first Super Mario World hack! With 44 Exits, HP system and some puzzles.



In this hack you play as a girl named Denise, she is on this adventure to discover where so many strange creatures come from where!





==Descrição Português==





Minha primeira hack de Super Mario World. Com 44 saídas, sistema de HP e alguns puzzles.



Na hack você controla uma garota chamada Daisy, ela está nesta aventura para descobrir de onde vêm tantas criaturas estranhas de diversos lugares!
Screenshots:
Whilst some of the issues were fixed many were not.
I did however manage to play until the end of the game so all that needs to be fixed is certain parts involving enemy placement and bosses. The Boss Fight that "softlock" was not Bad Luck. It was due to there been too many sprites on screen.

I'll try to keep my explanations as simple as possible so its easier to understand what you need to fix. I'll be going in the order of the pictures linked below:

Screenshot Link

The Catapult has odd interaction with certain blocks.
See if this can be fixed?

Certain sets of Thwomps are hard to get by without taking damage.

This Falling Spike can't be seen making it an unfair hazard.

This Pipe Level has way too many Plants.
Trying to navigate with Yoshi is even more annoying.
Lower the amount of Piranha Plants used.

Mega Mole Level still needs reworking.

The Ghost Level as a lot of sprites that you can't see coming.
Also the Phanto Boo's are fine just reduce the amount from 3 to 2.

More Thwomp sections which are super hard to get by without taking damage.

The Fishing Boo Boss needs reworking.
The Boss becomes way harder as you can't Spin Jump or you'll break the blocks and even if you do defeat him you'll die as you have nothing to stand on. Change the blocks or change the boss.

The Swimming Sections in Forbidden Beach are not fun when the tide is pushing you back. It works fine if its pushing you forward but pushing you back like this makes the level boring and not fun.

The Piranha Plant projectiles are super hard to see in this Crystal Cave level. Change their location or remove the sprite.

More Invisible Block Bridges. These are way too common in this hack. Same goes for carrying P-Switches.

Try reducing the amount of times you need to backtrack through a level.

The last level has a massive spike in difficulty.
Whilst not a bad thing in general the level asks a lot of the player and the past levels were never this hard.

Some of the sections are pretty brutal and go on for quite a bit of time. Keep the idea of the level just shorten the length.

The Final Boss needs some work as its pretty tedious trying to hit him with only one block of free space to get a hit in. The fireballs are more of a challenge to avoid than the actual boss.

Lastly plenty of issues from the last rejection log are still present such as sprites been hard to see and a few level names not been translated.

A lot of the levels could also be edited to be shorter.
A lot of the levels could also do with less Pirahna Plants as they are extremely overused and appear in nearly every level.

Please take your time in fixing these issues. Spend a few days if you need to.
Do not submit the hack until it has properly been tested and fixed.
If you are unsure about my feedback ask for someone to help you with it.
If you submit the hack again and the same issues have not been changed then you could face a Section Ban.


The hack is fairly close to been accepted so I still wish you Good Luck on getting it sorted. #smrpg{:D}
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