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The Flight of the Kiwi -In need of Beta Testers!-

Hello, I've been working on a Rom Hack for the last couple of months, titled "The Flight of the Kiwi". And I'm looking for beta testers to provide feedback, give suggestions on potential changes that could be made before release.

Here's some screenshots for whomever decides to test my hack.



I worked really hard on this hack, and I feel like I've improved a lot in my skills since I started rom hacking, so I hope whomever decides to test my hack finds it good!

Demo Ver 1
Demo Ver 2(Finished reworking, would appreciate feedback!)
"What's 9 + 10?"
-Jah
The Flight of the Kiwi Demo Version 1 by ModernKiwi

Please, don't zip your hack with winrar.
There is no need for that, also, you can just post the bps file since its the only thing included in the .rar file.
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Title screen and overworld:

Weird colored letters on the file select.
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I started in 2-1 for some reason...
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Fire Snake Sands:

The subarea is a softlock, oof.
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Killing the firesnakes makes various sounds. "Pause","Powerup get", just to name a few.
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Chain Chomp Catacombs:

Really cool level. The gimmick with the keys is really interesting.
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Dodo Oasis:

You can start the auto scroller and die if you scroll the screen to the right.
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Angry Sun's Domain:

This screen wrapped keyhole animation.
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Odd palette with the cloud flower.
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Ozone Altar:

Can a quick tutorial explain the cloud flower please?
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Tryclyde's Labyrinth:

I got teleported to some snow area...
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Playing the fight with the cloud flower was really fun.
The throw blocks have a weird palette here. Changing the pink into blue in #lm{pal} should fix it. (Row 8 from the top, Palette 7)
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Nice
escape sequence
.
The UI showed up here for some reason.
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Overall Opinion:
Really fun and challenging hack. Interesting theme, good graphics, a nice hack in general.
I would play it again and will eagerly wait for the next demo. #smrpg{y}
If something on my testing notes wasn't clear, ask me, i'll clear it up.

Lots of love, S1Z2 #w{<3}
I'll just respond to everything that you mentioned

The letters on the save select screen were messed up because their palette conflicted with the palette of the background, and I wanted it to be more legible, so that's why they're colored like that

I had the starting position be in 2-1 for testing reasons, and the version that's currently up moved the starting position back to 1-1, so that's just the fault of the version you played.

I legitimately missed that, sorry bout that. I just forgot to put the exit enabled pipe there somehow.

I don't know why killing the Fire Snakes makes those sounds, I noticed it, and I had no clue why it was happening, so I couldn't fix it.

I never considered that softlock in Chain Chomp Catacombs as a possibility. Could you please clarify how that softlock works?

I pushed the autoscrolling part of that section into another screen in the latest version, I'll be posting it soon after making this post.

I plan on having a pipe take you to the secret exit instead of it just being out in the open like that

I'll probably have a text box explain how the Cloud Flower works.

I have no clue how that happened, there shouldn't have been any issues with entering levels. (BTW, That's a world I have planned on implementing, so I guess you got spoiled there)

The UI shouldn't have showed up there, I'll get that fixed right away. (The UI Showed up there because Mario was considered "Idle" and the UI is supposed to show up if Mario is idle for a few seconds. Must be a side effect of the custom goal orb I used to end that level)

I posted a new version btw
(edit: just saw your reply, and I'm making some of the adjustments you suggested, I noticed that there was a new version of the fire snake released, and I'm using that one. It doesn't make any noises when it dies, but I guess that's better than it playing random sounds)
"What's 9 + 10?"
-Jah
After replaying the stage i now see what you mean, i didn't notice the top section on the right side.


I am terribly sorry, i really didn't notice that top section with the chain chomp the first time, and even the second time i played the level.

I removed the section that mentioned the softlock, sometimes i just forget to step back and look at the level as a whole. :(

Also something i have to mention, did you check the firesnake's ASM file? Maybe there is something that got deleted or altered from the original.
I used firesnakes myself and didn't have the same problem, maybe you changed some of the sound effects around or something.

Don't rush the releases of the demos, make a whole world, replay it yourself (just so you can play the hack and not have it crash or something) and then release it so it can be properly tested.

Lots of love, S1Z2 #w{<3}
I have finished testing the first version (Or at least world 2 because I started there). It was entertaining and I loved the gimmicks. I'll be waiting for testing the other worlds in the next version (But don't rush, please take your time to improve/test)

I got the same observations from S1Z2, plus a few more:

Chain Chomp Catacombs:
If you used a key in this part then the sliding koopa in front can slide and go through the wall (It's not serious, but it was somewhat funny)


Dodo Oasis
There are some slowdown in this part.


Tryclyde's Labyrinth:
Going through this pipe...

...ends up sending me to this bonus room with cutoffs.


Regarding the cloud flower:
The powerup pallete bug happens at every level, even at the beginning of the level where it is obtained. You must place the powerup palette on each level you create because you can use/reserve the cloud flower anywhere.


Fight everyone for everlasting peace!
Also known as Teruyami!

Super Mario Horizons v1.0b - 12/10/23
Demo Ver 2 is finished!
I would appreciate feedback on the update, especially with the new content.
"What's 9 + 10?"
-Jah
I finished testing it. It's a very hard hackrom that cost me to defeat the bosses and all world 2. I love the sprite attachment that is in some levels, as well as that interesting cave decoration in Pigeon Highlands.

Well, enough typing. Let's go to the observations:

Propeller Cliffs:
The path to this level is not revealed, unlike the rest of the world

There is a strange glitch, once you complete the level there is no fade in (The screen goes black immediately in the transitions) and all the messages are shown behind the foreground (It is solved by restarting the game). Here are somes examples in other levels:


Pigeon Highlands:
You should put on the lava high priority, because you can see the chucks and bats sink and disappear in the screen.


Dodo Oasis:
Messages are not displayed correctly.

The strange Yoshi coin pallete at the status bar in this sublevel


Ozone Altar:
The same case of Propeller Cliffs, the path is not revealed.


Fight everyone for everlasting peace!
Also known as Teruyami!

Super Mario Horizons v1.0b - 12/10/23
Allow me to respond to some of these comments.

Secret Exit Paths:
Firstly, the paths to secret levels not being revealed was an intentional choice, made to make those paths distinct from the normal path.

Text Appearing behind Layer 1 + Instant Fadeout:
I experienced both of those issues at some point, (both the text not appearing properly and the level fadeout not working) and thought both of them were fixed. Could you describe in a bit more detail how that happened? Because my attempts to recreate the issue failed at recreating the issue.

Lava Priority:
That's just something that didn't come to mind at the time, sorry about that.

Yoshi Coin Palette:
The Palette for the Blooper conflicts with the Palette for the Status Bar, so that's why it looks weird. I'll try to edit the Blooper sprite so that it's palette doesn't have any conflict.
"What's 9 + 10?"
-Jah
Originally posted by ModernKiwi

Text Appearing behind Layer 1 + Instant Fadeout:
I experienced both of those issues at some point, (both the text not appearing properly and the level fadeout not working) and thought both of them were fixed. Could you describe in a bit more detail how that happened? Because my attempts to recreate the issue failed at recreating the issue.

The glitch happens to me every time I complete "Propeller Cliffs" (Unfortunately I don't know why). I have tried using different powerups, using a different game slot and not touching the checkpoint/goal tape in case something changes but the same glitch happens.

Fight everyone for everlasting peace!
Also known as Teruyami!

Super Mario Horizons v1.0b - 12/10/23
Originally posted by MegacesarCG
Originally posted by ModernKiwi

Text Appearing behind Layer 1 + Instant Fadeout:
I experienced both of those issues at some point, (both the text not appearing properly and the level fadeout not working) and thought both of them were fixed. Could you describe in a bit more detail how that happened? Because my attempts to recreate the issue failed at recreating the issue.

The glitch happens to me every time I complete "Propeller Cliffs" (Unfortunately I don't know why). I have tried using different powerups, using a different game slot and not touching the checkpoint/goal tape in case something changes but the same glitch happens.

I think the fact that the vertical section is actually just a resized horizontal level might have something to do with it.
I don't know why being in that kind of level would make the fadeout look weird, but that's what I think is going on.
"What's 9 + 10?"
-Jah
Just giving you guys an update since this thread's been silent for a while now.
I've been losing interest in finishing this hack recently, so I'm going to start working on a new hack. I don't know if I'll ever come back to finish this one, so don't hold your breath for a new update.

See ya around!
"What's 9 + 10?"
-Jah