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A Baby Yoshi Quest by that1bigbossyouhate

File Name: A Baby Yoshi Quest
Submitted: by that1bigbossyouhate
Authors: that1bigbossyouhate
Demo: Yes
Featured: No
Length: 4 exit(s)
Type: Standard: Hard
Description: had this idea for about a year now, finally got time to do it.

oh yeah! the hack will be done in about 2 months
Screenshots:
I quite liked this little demo. I am a fan of seeing hacks that replace Mario in some way. #smrpg{haha}

Anyways the reason for the hacks rejection is that in the Ghost House level you skip the key you have to die.
Its fine in other levels as if you miss the key you get a chance to try the level again as you are usually sent back to the start without loosing a life.

Also playing as Player 2 the "YOSHI" in the Status Bar is different to when you play as Player 1. It's a minor issue so its not necessary to fix.

Also the Reznor level is really really short so I'd suggest making it a bit longer to give this demo a bit more to it.
That said these are some easy fixes so if they are done right the demo should be accepted in no time. #smrpg{y}
File Name: A Baby Yoshi Quest
Submitted: by that1bigbossyouhate
Authors: that1bigbossyouhate
Demo: Yes
Featured: No
Length: 4 exit(s)
Type: Standard: Hard
Description: had this idea for about a year now, finally was able to do it!

update-1

-fixed removal log stuff

-added a new level
Screenshots:
You have fixed the Reznor Level been short however the softlock in the Ghost House level still remains. I looked in Lunar Magic and there is a Screen Exit but no Pipe or Door for the player to actually use it with.
This is the main reason for the hacks rejection as the player should not have to die if they miss the key as the other levels let the player retry.




The new level also has Vanilla Dome 3 as its name which is just the original games level name.



These are simple fixes so just take your time and get them sorted. #smrpg{y}
File Name: A Baby Yoshi Quest
Submitted: by that1bigbossyouhate
Obsoletes: A Baby Yoshi Quest
Authors: that1bigbossyouhate
Demo: Yes
Featured: No
Length: 8 exit(s)
Type: Standard: Hard
Description: had this idea for about a year now, finally was able to do it!

update-4
demo 2 in a bit!
changes-
added sm64 triple jump
added charged fire ball (hold L/R to charge)
added 4 new levels and 100% done map
fixed a small spelling error
fixed a 1 tile gap error
added looking up and duck mechanic (press up/down to pan screen)
can't wait for feed back!! enjoy!!
Screenshots:
The overworld spawn position is wrong. The player starts on the second-to-last level.
File Name: A Baby Yoshi Quest
Submitted: by that1bigbossyouhate
Obsoletes: A Baby Yoshi Quest
Authors: that1bigbossyouhate
Demo: Yes
Featured: No
Length: 8 exit(s)
Type: Standard: Hard
Description: had this idea for about a year now, finally was able to do it!

update-4
changes-
added sm64 triple jump
added charged fire ball (hold L/R to charge)
added 4 new levels and 100% done map
fixed a small spelling error
fixed a 1 tile gap error
added looking up and duck mechanic (press up/down to pan screen)
can't wait for feed back!! enjoy!!
Screenshots:
In Yoshi's House you can walk to the right and you'll see this:



Just fix it so you can't go past this point in the level.

I will say however with this update some of the levels felt a bit too chaotic with the amount of projectiles that can get thrown your way.

For example in the cave levels with Puntin' Chucks its easy to get hit by a football that is falling down from the top of the screen without any warning. A few revisions to some of the designs might be handy.

As for the abilities that have been added I feel like they hinder the hack. The only level I felt having the SM64 Jump was handy was "Riskiest Jumps" The original few levels felt awkward to play now as they are not built around it so its odd having to stop yourself from doing consecutive jumps as I kept dying and hitting enemies which I had no issues with in prior versions. Maybe tweak some of the early levels to make use of these jumps more?