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Super Mario World - Neeberz's Hack by Neeberz
Forum Index - Valley of Bowser - Moderation Questions - Hacks - Super Mario World - Neeberz's Hack by Neeberz
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File Name: Super Mario World - Neeberz's Hack
Submitted: by Neeberz
Authors: Neeberz
Demo: No
Featured: No
Length: 25 exit(s)
Type: Standard: Easy
Description: My first hack. There is 4 switches and a special world, so be on the lookout for secrets! Thanks for playing.
Screenshots:
Two major issues:
- This keyhole does not work, meaning you can't get this exit. Also, if you collect the fifth dragon coin and return to get the secret exit afterwards, all the dragon coins will be gone and you'll have no way of passing the 4 DC gates.
- The blue switch palace and Graham Peak 1 share the same event, making one of the two unbeatable depending on which one you beat first.

Some minor issues:
- Events 3 and 12 include some strange and likely unintentional layer 1 tiles.
- The special world palette change introduces a few graphical errors on the overworld, such as the wall color around the ladders or the ground color around the puddle tile.
File Name: Super Mario World - Neeberz's Hack
Submitted: by Neeberz
Authors: Neeberz
Demo: No
Featured: No
Length: 25 exit(s)
Type: Standard: Easy
Description: My first hack. There are 4 switches and a special world, so be on the lookout for secrets! Thanks for playing.
Screenshots:
* World Map:
** I've covered some of this in the individual level feedback, but you really need to check all your overworld events. Depending on the path you take through the game, as Lazy says above, you can render it unbeatable.

* Isle of Yoshi 1
** There are six dragon coins in this level. Not a bug per se, but you should be aware.
** Overworld event looks odd. Dunno why you've kept the strip of green on the way to the switch palace. Minor issue.

* Isle of Yoshi House
** The Big Boo somehow ends up under solid wood blocks. Minor issue.
** Overworld event when you beat the switch exit spawns large black blocks on the overworld.

* Graphite Cavern 3
** Wrong tile right above the pipe next to the exit. So incredibly minor it's almost not worth mentioning.

* Graham Peak 1:
** The secret exit event is wrong. It spawn the stairs for Graham Peak 2's secret exit.
** The same event takes Mario to an invisible green switch palace.

* Graham Peak 2:
** Cut off just to the left of the pipe that takes you to the sublevel.
** You may want to choose a different adjective for your blueish munchers.
** I may be missing something key, but I couldn't find a way into the pipe to the secret area without cheating/glitching. Even after checking in LM.
***
You could block dupe the vine block to spawn a star, but I don't think that's your intended solution.

*** Edit: I do see how now. It's obscure, incredibly finicky and not pleasant. Consider moving one of those spawns at least a little closer to the relevant part of the level so you're not wasting so much time baby sitting it. Or even have a hint in the message box. Or something.
** Normal exit event is broken. Couldn't proceed to the final level.

* The Cooky Caves
** Cut off on the platform to the left of the message box.
** The message box contains a message with no text.
** Secret exit overworld event adds a stump of a hill. Minor issue.
File Name: Super Mario World - Neeberz's Hack
Submitted: by Neeberz
Authors: Neeberz
Demo: No
Featured: No
Length: 25 exit(s)
Type: Standard: Easy
Description: My first hack. There are 4 switches and a special world, so be on the lookout for secrets! Thanks for playing.
Screenshots:
I'll say the hack has a lot going for it. I really like the Weird World and some of the level gimmicks. The hack has a few issues and is overall a tad rough around the edges.

In a lot of the levels we see P-Switches needed to advance. This happens in the first level and if you use it and don't reach the door in time you have to wait for the timer or just kill yourself to loose and life and try again.
Reset Doors & Pipes are handy tools to let people try again. This happens in a lot of the levels in the hack that rely on P-Switch gimmicks.

The Floating Munchers on the Line Guides are sort of boredline Floating Munchers. While not technically cut-off it does look a bit lazy and could be replaced by Hurt or Skull Blocks which are commonly seen in hacks.

In nearly every level where you can carry sprites like Buzzy Beetle Shells and Bob-ombs you can carry them through pipes and create glitched sprites. You'll have to think of ways to prevent this from happening.
An easy solutions is to use doors or have different sublevels use the same sprite graphics.

The Ghost House suffers the same issue with using up your P-Switches.
Also the Blue Coins turn into Purple Blocks which act like coins which don't really make sense hence why they are not used in the original SMW or hacks when you are using Blue P-Switches.

The Kill Blocks/Kill Munchers get introduced before getting told what they are. After this point in the first castle they get explained a lot more often but not actually before the first time you encounter them.
The info on what they are and what they do should be made clear before the player gets a chance to interact with them.

Minor Cut-Off is present in nearly every level. Having here and there in a few levels is fine however a lot of ways it occurs can be prevented or worked around by making slight graphically edits to existing objects.

The Smasher Room in one the castles does not make too much sense as you can stand up as a Big Mario and not get hit even when the Smasher looks to be hitting you.
I'd say make the floor match the level that the Smasher stops at to make it act properly.

In one of the Cave Levels you use Solid Ground Tiles as something Mario can walk through. Its not recommended to have the same graphics do different things as in this instance you could just use dirt blocks that surround the ledge tiles.

In the Scrolling Cave level of the Weird World its not too clear where the ON/OFF Switch is in some instances. One of me screenshots shows a vine and some coins which I get now is what to follow but I assumed it was just a bonus.
You should have the ON/OFF in sight and visible to the player so they know they have to climb rather than it been a 50/50 "will they wont they".

More Screenshots showcase lack of Reset Doors in the Switch Palace as well as more issues with carrying sprites into other levels and creating glitched sprites.

Going back to the Scrolling Cave I think you should stop the scroll once you reach the last pipe so it does not kill the player as they don't know if it will stop scrolling or not.
You can keep this if you show in someway that you must be quick and still escape via this pipe.

Lastly when the Bowser Event occurred on the Overworld it looked very glitched so I don't know what happened here but it'll need fixing.

I'll also say giving the player capes and Yoshis can really break a lot of levels as they don't have ceilings so they can fly over and bypass obstacles and hazards. I'd say the hack could do with some ceilings in some levels to try and limit how far and how much they can skip with Capes and Yoshis.

It might take some time but I feel if you polish out a lot of the issues mentioned you'll have a pretty good hack in no time. #smrpg{y}

Screenshot Link
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