Removed
Hack Name: smw exgfx test Demo - 206.1 KB - 6 downloads.
Length: 8 exits
Author: dragoniante174 - Submitted by: dragoniante174
Description: solo es una prueva de ExGFX
Reasons
1. Death in title screen. This makes you stuck in level C7 until you reset. Remember to record new moves and insert them.
2. Possible death in intro. This can screw up your life counter - so either make Mario start on a 1up mushroom so he can never get a game over in the intro, or take out the enemies and the hole at the end.
The pink berry also cuts into the shading on the bush. Move it up one tile.
3. Glitched graphics.
The monty mole messes up the ground when it jumps out. The mole hole is a tileset-specific tile; you can take it from GFX15 and paste it in the same spot over where it should be in your ExGFX file, or you can use surface-jumping moles instead.
This was taken from the screenshots you supplied. A GLITCHED BACKGROUND, plus the On/Off blocks cut into the ground. You need walls at the end of those ledges.
The fish's flopping frame is a goomba in this hack. Do not make them start in the air, then. :|
4. I've never seen so much cutoff before the first level in my life.
Here, you have the bush hanging off the edge, and you also have the ledge without a wall. Attach a right wall with a solid top (will have corner tiles on top) to the ledge. Cutoff is not acceptable.
Same issue here.
This goes beyond cutoff issues; there's also a lot of palettes in the water and on the cliff that need fixing, and the castle is on a square of water.. o_o; I took this from the screenshots you gave us with your hack.
The top of the pipe on the right... where is it? (Also taken from the screens you supplied) Not to mention, the palettes....
5. ...are really bad in some parts. You should enable custom palettes, probably change the Map16 data of some of your FG ExGFX to not use palettes that conflict with the background or so many other objects, such as palette 2.
The pipe is a different color on the ends and the middle, the background color is horrible, and I don't even want to know what's going on with the escalator... the BG can be fixed by making a gradient of a color that goes dark-to-light-from-left-to-right over color 0.
Koopa with a blue outline. Change it to dark orange or to black.
---
EDIT with more information, thanks to Dinomar, who played the hack a bit further to find different errors.
It's a glitchy bouncing random power up.
Bad graphics of the carriable block: try to do with the map16 a block that acts like this, the 12e tile
Goal without pole
Just look above you...
If it's something that can be stopped, then just try to stop it!
Hack Name: smw exgfx test Demo - 206.1 KB - 6 downloads.
Length: 8 exits
Author: dragoniante174 - Submitted by: dragoniante174
Description: solo es una prueva de ExGFX
Reasons
1. Death in title screen. This makes you stuck in level C7 until you reset. Remember to record new moves and insert them.
2. Possible death in intro. This can screw up your life counter - so either make Mario start on a 1up mushroom so he can never get a game over in the intro, or take out the enemies and the hole at the end.
The pink berry also cuts into the shading on the bush. Move it up one tile.
3. Glitched graphics.
The monty mole messes up the ground when it jumps out. The mole hole is a tileset-specific tile; you can take it from GFX15 and paste it in the same spot over where it should be in your ExGFX file, or you can use surface-jumping moles instead.
This was taken from the screenshots you supplied. A GLITCHED BACKGROUND, plus the On/Off blocks cut into the ground. You need walls at the end of those ledges.
The fish's flopping frame is a goomba in this hack. Do not make them start in the air, then. :|
4. I've never seen so much cutoff before the first level in my life.
Here, you have the bush hanging off the edge, and you also have the ledge without a wall. Attach a right wall with a solid top (will have corner tiles on top) to the ledge. Cutoff is not acceptable.
Same issue here.
This goes beyond cutoff issues; there's also a lot of palettes in the water and on the cliff that need fixing, and the castle is on a square of water.. o_o; I took this from the screenshots you gave us with your hack.
The top of the pipe on the right... where is it? (Also taken from the screens you supplied) Not to mention, the palettes....
5. ...are really bad in some parts. You should enable custom palettes, probably change the Map16 data of some of your FG ExGFX to not use palettes that conflict with the background or so many other objects, such as palette 2.
The pipe is a different color on the ends and the middle, the background color is horrible, and I don't even want to know what's going on with the escalator... the BG can be fixed by making a gradient of a color that goes dark-to-light-from-left-to-right over color 0.
Koopa with a blue outline. Change it to dark orange or to black.
---
EDIT with more information, thanks to Dinomar, who played the hack a bit further to find different errors.
It's a glitchy bouncing random power up.
Bad graphics of the carriable block: try to do with the map16 a block that acts like this, the 12e tile
Goal without pole
Just look above you...
If it's something that can be stopped, then just try to stop it!