Esta hack e dedicada ao incrivel jogo ja feito pela nintendo:
Conker's bad four days.
Mario esta perdido em uma floresta por passar a noite em claro em um bar bebendo muito e vendo Por$%#&*%#@ da Peach.
Cabe a voce agora leva-lo de volta.
Cuidado:contem palavras obcenas!
Although earlier levels have been fixed the newer levels have issues that need addressing and thus the hack has been rejected again.
The Cloud Level has really bad collision and Mario can get stuck as well as clip through a lot of the ground.
It feels like a lot of the Map16 Properties of the tiles are incorrect as certain platforms are either solid when they should be semi solid. The main issue is the ceiling slopes as Mario can go through them and get stuck.
You give the player a Cape & Yoshi as well as Blue Shells which can give the player access to areas behind the Goal Post that are filled with cut-off.
The Ghost House Puzzle is a tad unclear as you have a few more P-Switches than you need as well as some parts having trial and error sections with way too many Boo-Chains which make it a chore to get through.
Lastly the spikes at the end blend in way too much with the background as they share the same palette. Make them a more distinct colour.
This is third time the hack has been rejected so I urge you to make sure you test thoroughly any new levels you add to your hack.
Take your time when testing and get others to test your levels as well so they can potentially find issues you can't
Mario e Luigi estao presos em uma floresta por conta de Bowser mas ao chegar no reino cogumelo descobre que a Peach e os ovos de Yoshi forao capturados por ele e os Koopalings entao cabe a voce trazer a paz para o reino cogumelo.
I'll have to reject the hack again as with the newest levels that have been added have softlocks in that make the player need to die via a Time Up in order to progress.
In this level you create a set-up for the player to use a Koopa Shell in order to access a vine. Whilst this is a fine idea the execution allows for softlocks. If you destroy the shell with a spin jump as well as other Koopa's in the level you can get stuck.
If you do manage to get a Koopa Shell you can fall down and get yourself stuck in the blocks as well. I know a level in the original SMW allowed for this very easy glitch to happen but we shouldn't follow that level as an example on how to make our own.
The Koopa Shell can also de-spawn really easily and sometimes not activate the vine block due to it been on the boundary of another screen in the level. It might be possible with a Cape but I am unsure as you'd need to be ducking in order to get anywhere near the Vine Block.
Lastly a lot of the new levels feel very rushed and samey with levels often consisting of the same set-ups of enemies and obstacles. Try changing it up from using the same enemies over and over as well as creating different platforms and obstacles for the player to work around.
I've moderated this hack a few times now so always I do urge you to fully test and play the hack to spot if these issues can occur.
Once again take your time. I see this time you made new levels instead of fixing older ones.
That is fine as well but remember that it could create new issues and I'd suggest fixing levels rather than just making completely new ones.