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Super Yoshi World by Yoshioshi59_

File Name: Super Yoshi World
Submitted: by Yoshioshi59_
Authors: Yoshioshi59_
Demo: No
Featured: No
Length: 20 exit(s)
Type: Kaizo: Intermediate
Description: An easier kaizo hack that took 2 years to make with a little story and 4 bosses through out the hack. There is 20 exits and a lot of patches and asm. I got all the graphics, music and asm from smw central.
Tags: asm, bosses, custom character, exgfx, music, story, yoshi
Screenshots:
This hack was submitted in reasonably acceptable condition and can be approved. However, after talking with the maker and providing some feedback, the maker has chosen to have this iteration of the work rejected in favor of submitting a new update.

My feedback for the hack was as follows:

- Getting the re-grab of the propeller block to work in the first level is difficult. The frame window in which the button must be re-pressed seems to be very small. Additionally, if the player is good enough at this trick, they can just cheese the rest of the level by flying through everything.

- Both sections in the level "Skytree" can be cheesed entirely. Using keys, it is possible to skip all obstacles. Because of block duplication, it is possible to skip the kaizo block check at the end of the first section.

- Using the *cape* specifically as the "double-jump" powerup is strange, especially since the player cannot float with the cape like usual. Maybe another choice of graphics for this powerup so they aren't confused.

- The Fry Guy fight is kind of awkward. Yoshi moves much slower than FryGuy. It might be smoother without the moon physics. It can be difficult to see what happens to the small FryGuys that appear once the big one is killed. The player might not know they need to kill them to end the level.

- The first part of "Big Boo's Manor" can be cheesed by getting a mushroom out of the winged block. Additionally, the player might get softlocked in the Big Boo fight if they go into the 1-tile safe space on the ground ahead of time. They might end up having to stand there until time runs out, if a bullet doesn't kill them. Putting a death block to the side would allow them to restart more quickly.
- In the secret room in "Big Boo Manor" there is a problem with the screen-wrap sprite. If Mario is completely off-screen between the edges, he will fall through the floor. Additionally, he will fall through a sprite like the grey winged platform while it is wrapping around the screen.

- Some jumps in the Geometry Dash level require the player to hit the booster on the extreme left or right side to make the jump. This isn't bad, but I thought I'd mention it just as a personal note if that's something you'd want to look at.
- If the player runs to the end of the Geometry Dash level, they will just have to wait for the timer to end in order to die. Putting a death wall there would fix that.
- Geometry Dash has two exits, but the marker on the overworld is yellow. Normal indication would be a red dot instead.

- The overworld itself is a little tough to navigate. It can be difficult to remember which paths go where, especially when some lead to dead ends. This is not really a problem, I just wanted to mention it for feedback.
- One good thing to do would be to remove the un-used events that happen on the overworld when levels are completed. ("Geometry Dash" in particular has this, and IIRC there are a few others.) Just delete all the events that don't correspond to your paths being created, and they won't show up as glitch tiles for the player.
File Name: Super Yoshi World
Submitted: by Yoshioshi59_
Authors: Yoshioshi59_
Demo: No
Featured: No
Length: 18 exit(s)
Type: Kaizo: Intermediate
Description: A kaizo hack that took 2 years to make that in my personal opinion is easier than most of the intermediate kaizo hacks submitted on this website. The overworld in intentionally complicated; I wanted a long adventurous overworld. There is more than one path to the final boss. There are 4 bosses throughout the game. There is a very mild story. This hack uses much asm.
Tags: asm, exgfx, story, yoshi
Screenshots:
Hi there. I'm rejecting this time because there are still some issues that need to be addressed. I could see the changes that you made after the first rejection.

Global issues:

One of the main problems in the hack is that you can scroll the camera with L/R buttons, which allows you to break the vast majory of the setups in the levels. I recommend to apply this tweak to globally disable it, if you are not using it as a gimmick.

Another issue is that you are not using the counterbreak for powerups. This issue is notable in the level -Fryguy Castle-, after reaching the midway, the player still conserves the double jump powerup, which gives the chance to damage boost in the first obstacles to skip them. Make sure to double check the settings in the retry patch.



Another one is the lack of block duplication fix, which is another patch that you could apply, in case you are not using block duplications as a level gimmick.

There's also some sprites tiles not displaying correctly due to the lack of No More Sprite Tile Limits patch (NMSTL for short), which causes things like these. I recommend to apply this patch, in order to fix this issue.



Issues in levels:

-Fossil Falls-
In this level you can skip most of the obstacles, mainly timed lifts setups, by doing the upthrow maneuver along with a quick left-right on the d-pad. That allows you to get height and regrab the block again.

-Skytree-
There is a softlock spot after getting the midway. Since you can't start+select to get out of the level, you must wait until the timer runs out.



-Boost Block Cavern-
You can skip some of the boost blocks by reaching the upper winged platforms, this is especially doable in the beginning of the level.

-Switch Palace- (The blue one)
You can bounce on the custom noteblocks which make the sprites to bounce. I think this is the normal behavior of this custom block but since you are not using bouncing the player as a level gimmick, I think you should disable that feature, and only making sprites to bounce. This issue is also in other levels that have the same custom block. I would also recommend to use another graphics for the bumper blocks, because using message box graphics can confuse the players.



-Big Boo's Manor-
This level has single piece of layer 2 that has variable scroll settings, which I assume was an oversight since there are not other segments of the foreground placed in layer 2. There is an adult Yoshi in the first half which doesn't have any purpose in the level. There's also some slowdowns (specifically when the two boo lasers appear, while the player is grabbing a shell) and spawn issues after the midway (there's a winged platform that tends to despawn in the spot in which you have to press a p-switch).

-Fryguy Castle-
As I described in the global issues, you can skip some obstacles when you get the midway place for first time, due to the lack of counterbreak for powerups. There are also super awkward jumps with spikes ceiling in the first section, given that you can't do regrabs you tend to hit the spikes and dying.

-Gravitation Castle-
There is a midway tile placed at the beginning of the level, which immediately takes you to the checkpoint spot after dying.

-Ice Fortress-
You can skip some obstacles in the first section by scrolling the camera with L/R buttons, spawning bowser fireballs to the right direction. In the second half, the obstacle in which you need to freeze yourself touching the custom bullet while grabbing a green shell, the shell tends to collide with the bullet, ruining completely this setup. I recommend to edit the custom bullet's properties in the CFG editor in order to prevent its collision with the shell.



Other issues (not the reject reason):

The overworld is still somewhat hard to navigate, along with being a little bit difficult to track the progress or seeing what paths go where. There are also some graphical issues such as cutoff in event tiles, missing corner tiles and such. Some examples:





Overall, this is a good hack and it's going in the right direction, so, as a general advice I suggest to put an extra eye to the whole hack, not only in the mentioned in here, and looking for a couple external testing, in order to get rid of all the oversights that the hack could have. If you need more information or help, do not hesitate to contact me on discord or sending me a PM here.

Best of lucks.