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Learning to Fly
Forum Index - SMW Hacking - Works in Progress - Hack Testing - Learning to Fly
Pages: « 1 » Link
Learning to Fly is a tutorial hack in the style of "Learn 2 Kaizo". The goal is to teach the technical aspects of cape in an accessible way. All skill levels are treated. I'm looking for players that are able to critique the tech instructions, learn and clear the rooms, or look for cheese. There will probably always be cheese, but there will be a priority in removing cheese that makes the setups confusing or arbitrary. Exits: 35

https://bin.smwcentral.net/u/35216/LearningToFly.zip

--------------------
NewPointless
Learning To Fly by NewPointless

Playtesting Notes by quietmason

4/10/2020


General Notes:

- When the widescreen message boxes are closed, there's a
graphical glitch that causes some pixels to flash to black.

- When you mention on/off blocks, the grammar would be better
if you used "on/off" or "on-off" instead of on off (this is
relevant at least in "Yoshi's House" and "Cape Twirling").

- I'm not quite sure that "Float Delay" belongs in Spinfly
in its current form, it's strange coming from a level where
you spinfly into a level where you're just normal jumping,
without P-Speed. Maybe using a spin-only enemy like a spiny
could help improve cohesiveness?


Level Comments:

- Keeping P-Speed
- You can damage boost off of the munchers at the end, so
you're not required to keep flight over the munchers
(in case you were trying to force that)

- Doors and Pipes
- The screen entrance after the pipe fly is very awkwardly placed,
if you had another couple of tiles to gain some height it would
be much kinder, I think.

- It's a pretty tight door fly for an introduction to door fly.
Maybe lowering the ceiling above and around the door by one
tile would help make it a little bit easier.

- Lifting Powerups
- The message box wording sounds strange, "the fire power" feels
archaic or something.

- Vines and Nets
- The message box is misleading/incorrect. It says which hand is
up is the direction you'll face, when in reality it's the hand
that's down (i.e. the hand that's more visible)

- Patched Turnaround
- The last sentence of the first message box could be more clear:
"You will end up backwards if you don't hold it long enough."
I would specify which button you mean if you feel the need to
include that sentence.

- The blue on blocks turn into red off outlines? IDK if this is
intentional but it's definitely a quirk.

- The first sentence of the last message box could be more clear:
"While diving, turnaround and dive the other way" would read
better as "While diving, you can turn around, and you'll continue
diving, but in the other direction" or something like that.

- There's no switch check at the end here, even though there are
on/off blocks. If you don't want to check that you hit the switch,
you could potentially change the on/off blocks to coin blocks.

- Item Fly
- When you grab the key, you can avoid the intended key catch by
throwing the key on top of the cement tower, and then grabbing it
after separately getting flight.

- Triple Taps
- The yellow/brown in the FG palette flashes weirdly when the level
loads each time. Also, learned new tech in this level! :)

- Dive Storage
- (Side note: this is where I got stuck in the cape level of MWKP,
got it done this time!)

- Midair Throwing
- Maybe in the message box for a "pump" reference you could mention
something about the cape movement when you're item flying? Could
be helpful, I think the example about Mario's nose rising is good
but maybe not as helpful here.

- Zero Speed Pumping
- CHEESE: If you can slowdown to a speed of 1 or 2 you can make it
to the top without doing any zero speed pumping.

- Tongueless
- Disclaimer: I am a beginner at tongueless Yoshi fly, but there
were multiple attempts when I got all of the inputs and made it
to the end, only to be too low to make it onto the platform. This
was quite frustrating. Is it possible to move the initial ceiling
up one to make it less precise? It can be hard to get up to
speed with the vertical space you have to do so.

My 2 Cents:
This was really fun! I felt like everything (maybe except for my note about (Float Delay) felt like a very natural progression, and the whole game felt like a really good intro to basic cape tech but also to the more advanced topics like dive storage, midair throwing, and tongueless yoshi fly with turnaround.

I truly enjoyed your hack, NewPointless. Just a few touch ups here and there and I think it's ready to go! I don't want to knock your design style, but replacing some of the cement blocks throughout the game might give you a chance to create a more unified aesthetic throughout. GG! 2nd Try in Pogyo's Playground: 1m 35s
Updated to 0.2

Added death blocks, a few new rooms, lots of messages clarified, added custom music, improved aesthetics.

--------------------
NewPointless
LearningToFly0_2 by NewPointless

Playtesting Notes by quietmason

6/10/2020

Level Comments:
- Extended Sprites
I don't know if you care about forcing the player to get flight here,
but you can get the orb with a running jump off of the cloud.
- Multiple Takeoffs
You can actually just slide off of the ledge and maintain flight,
I guess it's small cheese? You're not forced to jump, which you could
make necessary by adding death blocks below or something.
- Natural Sticky Fly
For the second sticky fly, you can actually avoid the koopas altogether
by letting go of left and then repressing quickly. If you wanted to,
you could add a comment/third sticky with that tech.
- Slowing Down
Just for consistency, you could consider adding a visible checkpoint
so the player knows there's a checkpoint.
- Vanilla Turnaround
Maybe you should say tap x or y (I'm playing on controller this time and
I hold x and tap y), just a thought.
- Tongueless
A small QOL change could be to make Mario start facing right, so you don't
acidentally smash the shell during your numerous attempts.

My 2 Cents:
I like the added sections! I think they help round out some gaps in the hack. I think the aesthetics overall improved, but could potentially feel more consistent throughout the hack. GGs!
Thanks for testing again, quietmason!

Originally posted by quietmason

- Extended Sprites
I don't know if you care about forcing the player to get flight here,
but you can get the orb with a running jump off of the cloud.


Right now I can't think of a setup for forcing the player to spin the lotus fire. It's just sort of there with a message explaining you can do it, because I see it a lot that players don't know you can do it. So unless I come up with some kind of simple and intuitive setup for that, I'm not really worried about an intended path here.

Quote

- Multiple Takeoffs
You can actually just slide off of the ledge and maintain flight,
I guess it's small cheese? You're not forced to jump, which you could
make necessary by adding death blocks below or something.


This is a good change I think. It does say "multiple take offs." You can also just pump through there and avoid that platform entirely #smrpg{haha}

Quote

- Natural Sticky Fly
For the second sticky fly, you can actually avoid the koopas altogether
by letting go of left and then repressing quickly. If you wanted to,
you could add a comment/third sticky with that tech.


Yeah the one room I'm thinking of adding is speeding up and slowing down with sticky fly. As for that setup being cheeseable, Stand Tall is the one notable hack that contains those enemy bounce sticky flies, and you can use that alternate strat on almost every setup.

Quote

- Slowing Down
Just for consistency, you could consider adding a visible checkpoint
so the player knows there's a checkpoint.


That's a good idea. I can put little bars on all the pipes.

Quote

- Vanilla Turnaround
Maybe you should say tap x or y (I'm playing on controller this time and
I hold x and tap y), just a thought.


So how do you hold the controller? You are holding X and pressing B to fly? Do you have your hand above the button pad?

Quote

- Tongueless
A small QOL change could be to make Mario start facing right, so you don't
acidentally smash the shell during your numerous attempts.


The direction that Yoshi is facing takes over. It's one of those annoying things about vanilla that I would be remiss in patching out of a tutorial hack. I can move the shell over.

Quote


My 2 Cents:
I like the added sections! I think they help round out some gaps in the hack. I think the aesthetics overall improved, but could potentially feel more consistent throughout the hack. GGs!


That's fair. I haven't really thought that there is a theme so I just threw in some songs that I think are good.

--------------------
NewPointless
#smw{:TUP:}

Yeah I hold the controller fairly normally but wrap my pointer finger around to hold X and use my thumb to hit each of Y, B, and A. IDK how prevalent this type of claw is in cape playing, but just thought it could be worth mentioning.
Updated to 0.3

v0.3: added tests and some other rooms, new title screen, and made some minor adjustments to levels and message boxes

--------------------
NewPointless
I played Learning to Fly v0.3

NewPointless, thank you so much for making a cape tutorial. I have needed this so badly and am enjoying learning all the quirky things that come with SMW cape. I don't remember who mentioned Learning to Fly, but somebody on Twitch chat referred me to this hack.

This is my first post on here so bare with me. I am also a total noob on forums. I have not finished this hack yet, but wanted to mention a couple of things that I found thus far.

-Test 3: If you don't 1-shot the section after the checkpoint, you die and lose the cape power up. Then you are stuck in an instant retry death loop as small Mario. I have no idea if there is a way to reset the checkpoints. I went back and played this level on another save file. I was both able to beat it and recreate the issue noted above.

-Test 4: You can complete the level without maintaining flight on the vines. You can get hit by the fireballs, become small Mario, and still make it to the orb. All you have to do is bump the shell to the left and bounce off of it to make it under the wall and to the orb. I wouldn't exactly call this cheese as it is likely harder than completing the level the intended way. I guess it would be more of a free 2nd chance.

-Triple Taps: I can't seem to beat this level no matter what I try. I spent a good 15 minutes attempting this over and over to no avail. My only guess is that it is maybe my controller. I play using an iBUFFALO USB controller using SNES9x 1.6. I have beaten many kaizo hacks with this setup, but the controller is the only thing I can think of as being the issue. It doesn't seem like the taps are registering fast enough. If you raise this ceiling by 1 tile, would you still have to use taps to dive bomb or would you simply be able to hold forward? If it is the latter then obviously raising the ceiling is not an option. I'm not sure what else to say here as I can't necessarily pinpoint what is stopping me from beating this level.

-Zero Speed Pumping: This was the last level that I got to and I can't figure this one out either. I tried to clear this level for about 45 minutes and only got half way up a couple of times. I'm not sure if I just suck at the button presses, timing, or both. All I know is that this level hurt my fingers and then my feelings.

All in all, I had a blast getting as far as I did. Most levels took me very little time to beat as the setups and info boxes were very well done. Is there a clear video to check out? It might help out on some of these levels that are very particular in what you need to do. Sometimes I had to read the info box a couple of times, but it is just because you are explaining a lot of very specific things. I am not sure when I will get a chance to play the rest of the levels...I have a lot of stuff going on right now that is getting in the way of my gaming :)

Thanks again for making this. Super helpful overall. I am a bit less scared of kaizo cape levels now.

--------------------
snowsk8ordie
Thanks for playtesting!

For the triple taps, you just have to be very fast. Most people can do it in 2-10 tries, so maybe it is your controller. I have heard that Umar lies down on the ground to get this trick but I can't endorse this #smrpg{:D}

Don't feel bad about not learning zero speed pumping. 45 minutes is not really long enough to learn this trick, and you only need it for a few hacks.

We will make clear videos when we move to version 1.0. Here's a video of the trick being done, at 25:53 https://youtu.be/ntE0aG5-WHo

--------------------
NewPointless
Hello! As I've played through the hack multiple times at this point, I'll just comment on the Tests:

Tests 1 and 2 felt great, good checks of material.

As snowsk8ordie said, Test 3 breaks if you don't one shot, and you're stuck in a death loop.

In Test 4, you can skip both sticky flys by flying under the level. #smrpg{haha}

Test 5 looks good.

Test 6 was cool, good Volpey's Friend vibes. Also I'm bad at throwing mid-flight.

I think Test 7, while it accurately tests the presented skills, is kind of annoying. For one, the cement block is really not well-placed, as it makes it so that you bonk most of the time if you take the regular flight path. Also, at the end, putting the shell into the box is really tight, because of the low ceiling. Otherwise, looks good!

I like the addition of the tests, I think they're well implemented. Also, I think the music and aesthetics are now perfectly fine.
Version 0.5 is out

Exits: 53

Same link: https://bin.smwcentral.net/u/35216/LearningToFly.zip

Preliminary description I'm working on: This is a cape tutorial hack. It has 44 tutorial levels, 7 tests, 4 practice rooms, 1 intermediate cape level, and an extra Luigi-only tutorial. Topics covered are from totally basic to barely RTA viable.

New screenshots:



















--------------------
NewPointless
Pages: « 1 » Link
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