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[On Hold] Not a Hard Hack (NaHH)
Forum Index - SMW Hacking - Works in Progress - [On Hold] Not a Hard Hack (NaHH)
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CLICK HERE TO SKIP THE UNIMPORTANT THINGS





I've been building a hack now for a few months off and on due to work and stress. Anyways my hack is not hard as you can see by the title but it does test your patientce due to it being difficult in some spots. I have made this hack easy in the begining getting harder as the game continues on but after the castle it get's a little easier again because the difficulty in the castle does go up. I am aware of all glitches and sprite limitation problems in the hack.

My hack contains:
No Custom sprites
Very few Custom Blocks that will be remade later in a better format
No patches
No HEX edits
Some Vanilla ExGFX files.

In the future I am going to remake parts of this hack because I do not like the way it's made and the direction it is going.

anyways words don't do it justice so here is Demo 2.0

Screenshot time

No not goombas with wings!


Ooooo a hidden moon.


Press here.


Lots of moles


Should I press it or not? Hmmmm...


Fire and Spinies


Time to climb vines
To start off: the acronym (NaHH) is just awesome on its own.
next I eagerly await the pictures. From what i can see it looks like you put a fair amount of work into it, the custom blocks could be interesting.
I must ask this. Do you have a Let's Play-er or beta tester. If not PM me and I'll help in that aspect.

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Will LP hacks, PM me a link
Originally posted by DemonSteel

I must ask this. Do you have a Let's Play-er or beta tester. If not PM me and I'll help in that aspect.


Well I don't have a designated LPer or Beta tester but I do have it has an open beta, and the link to Demo 2 is in the first post if you would like to play it and give your review feel free I welcome criticism.
I'd be willing to review it as soon as I get the chance. Just send me a link for the download, and I'll get started.
The hack's title is very misleading. That was one of the toughest first worlds I've played through in a while. I like the high level of difficulty and hope it continues to only get harder later on, but this is mostly from a very easily noticeable lack of power-ups. The difficulty, while high, is very, very inconsistent.

Level 1 wasn't hard, except for the secret exit (and the god-awfully low time limit, that made the secret exit that much worse to find), but level 2 was just so much easier and just felt a lot less planned out. Increasing the time limit in level 1 by about 100 would give pretty ample time to explore without having to die and use the midway point to explore.

Level 3 had a ridiculously generous time limit compared to the other levels, also. And I think that was the one with the ridiculous vine jump which cost me about 10 lives. You might want to give that one-tile vine an extra tile and it wouldn't be so bad.

The underwater level had way too many Torpedo Ted launchers in my opinion, you should probably tone down the number of those, especially in the gauntlet with the blurps. Otherwise this one wasn't too bad either, but again, it could use a few more mushrooms/flowers.

The Yellow Switch palace though, I had a lot of problems with. The P-Switch is so far from the place where you need to use it, and there's a 2-tile high area with a grinder that you have to grab-spin jump over (you should probably revamp this part a little, it's nearly impossible for big Mario to get by unscathed because of the 1 tile entry/exit points), seemed pretty hard already, but then I got to the part where you actually use the switch. The distance you had to travel for the time you were allotted was probably a little too far again, you almost couldn't slow down at all. Maybe you could remove the last wall of coins? I didn't like the "find the random hidden note blocks" part right after, you might want to add a stray coin or two to indicate their presence. Also the note block graphics looked glitchy when you jumped on them. That should probably be fixed.

I liked most of the castle, the underwater segment wasn't too bad at all, but was the 3-up moon really necessary? The castle was really hard as well, the auto-scroll part also glitched up just past the midway point. I couldn't progress because I was getting hit by an invisible crusher, the only way I could get by this was dying and restarting from the midway. Perhaps making this segment a little shorter will avoid this. The next parts however, really took the cake for the difficulty of the first world. The time limit in the star segment could really use at least a 5 second boost. Again though, Super Mario gets totally shafted with the fairly long 1-tile gauntlets. Increasing their size would probably be a good idea.

I stopped there for now, aside from some glitchy graphics and some game play anomalies it was pretty fun, the first level felt the best to me though, I really liked the light switch being hidden instead of just being right in your face like usual. Using the blue coins trick bridge was sneaky too, since unless you found the light switch you're probably not going to notice the color. The p-switch outlines were a great touch too, I always hated how people give you a P-switch without even a clue as to where to use it. What disappointed me is this trend was only for level 1 (so far), and not even the whole thing.

Phew, I hope I covered everything I noticed while playing. Maybe I should make a log of my notes for future endeavors. Hope you take these observations into account when continuing with your hack.

--------------------
Pepper your angus.
Originally posted by Vic Rattlehead
Level 1 wasn't hard, except for the secret exit (and the god-awfully low time limit, that made the secret exit that much worse to find), but level 2 was just so much easier and just felt a lot less planned out. Increasing the time limit in level 1 by about 100 would give pretty ample time to explore without having to die and use the midway point to explore.


Well it wasn't that the second level wasn't planed out, it was more of the first level not planing on having a secret exit. I am planing on remaking part of the first level to make the secret level easier to get along with adding more time.

Originally posted by Vic Rattlehead
Level 3 had a ridiculously generous time limit compared to the other levels, also. And I think that was the one with the ridiculous vine jump which cost me about 10 lives. You might want to give that one-tile vine an extra tile and it wouldn't be so bad.


Yes the 1 vine tile jump is well annoying but I made it that way on purpose I may move it up 1 tile but I do want it to be a 1 tile vine piece.

Originally posted by Vic Rattlehead
The underwater level had way too many Torpedo Ted launchers in my opinion, you should probably tone down the number of those, especially in the gauntlet with the blurps. Otherwise this one wasn't too bad either, but again, it could use a few more mushrooms/flowers.


Well for the most part of the level you are right about the Torpedo Teds but I kind of like the gauntlet at the end with them but I'm going to move some of them and give more room by the pipe.

Originally posted by Vic Rattlehead
The Yellow Switch palace though, I had a lot of problems with. The P-Switch is so far from the place where you need to use it, and there's a 2-tile high area with a grinder that you have to grab-spin jump over (you should probably revamp this part a little, it's nearly impossible for big Mario to get by unscathed because of the 1 tile entry/exit points), seemed pretty hard already, but then I got to the part where you actually use the switch. The distance you had to travel for the time you were allotted was probably a little too far again, you almost couldn't slow down at all. Maybe you could remove the last wall of coins? I didn't like the "find the random hidden note blocks" part right after, you might want to add a stray coin or two to indicate their presence. Also the note block graphics looked glitchy when you jumped on them. That should probably be fixed


Yes I meant to put coins by the hidden note blocks but had forgotten also I am going to change the level header and use ExGFX on the yellow switch to fix the glitch with the not blocks. I will take the time limit into account and add maybe 100 more seconds to it as well as taking out the last set of coins because well that was a little mean of me.

Originally posted by Vic Rattlehead
I liked most of the castle, the underwater segment wasn't too bad at all, but was the 3-up moon really necessary? The castle was really hard as well, the auto-scroll part also glitched up just past the midway point. I couldn't progress because I was getting hit by an invisible crusher, the only way I could get by this was dying and restarting from the midway. Perhaps making this segment a little shorter will avoid this. The next parts however, really took the cake for the difficulty of the first world. The time limit in the star segment could really use at least a 5 second boost. Again though, Super Mario gets totally shafted with the fairly long 1-tile gauntlets. Increasing their size would probably be a good idea.


The 3 up moons were originally put in because of the difficulty of the levels but now because I am toning it. The glitch with the castle happened because of a second layer 3 smash that accidentally got put in and I forgot to take it out for the 2.0 demo.

For the most part I have to admit I put the most effort into the first level because it was made originally as a "this is how a good hack should look like" but the rest did get a little toned down on the appearance but thats going to change.

Thank you for your review and I will keep what you said in mind for the next release.
You really need to post some pictures here in your thread ASAP. Pictures with your hack submission aren't quite good enough.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Pictures moved to first post

ANDY: THANKS!


You best put those screens in the first post by editing it.

I like the color edits, they look nice and consistent. And I like the curls on the ends of the vines.

I'll try this on my own time.

--------------------
MARIO in MAINLAND Progress

Mario in Mainland will be in the next C3.
So I haven't had a lot of time to work on this lately but here's some improvements I'm going to make.

Change the secret exit in the first level.
Change around the second level and make it look better.
Move the 1 tile vine jump in tar pit up a little more.
Edit the underwater level and take out some of the torpedo teds.
Take out the moons in most levels (1 is hidden in most levels).
Edit a few levels in the second world to make them better.
Add in secret levels.
Change around the yellow and red switch palaces so they are nicer.
try and fix the glitch with the pipe warp.

If you have just started watching this thread start from this post!!




So after consideration and the fact of some new ideas I had I've decided to extend the length of my hack to include 3 worlds and 2 special worlds. The first world will be 2 levels and a castle. The second world will be about 5 or 6 levels and a castle (not including secret levels), and the third world will be around 5 levels as well.

I've also decided on a back-story for my hack with it taking place between SMB1 and SMB2 (AKA the lost levels) pretty much Mario has just defeated Bowser and was returning to his home in the outskirts of the mushroom kingdom. When he returned home he found a note telling him that Bowser wasn't dead and that he has yet again taken the princess. Mario now must travel through the mushroom kingdom outskirts to find the princess.

As 1 of the secret worlds isn't going to be all to secret more like an alternate ending if found it's not going to be all to hard but very interesting to say the least. The other secret world is going to be a secret with harder levels for more of a challenge than anything else.

The name of the hack is going to stay but in the above post i will still be editing those levels and glithces.
So This is the revival of my hack thread because well I've gone and updated things and made it look nicer.

New Title Screen


Part of the first level with Custom FG that I made


New Reznor that I'm still working on


So those are updates I'll probably add more to this later on.
Ok, that looks neat. But I can't really tell much about the level design right now.

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Hello there, here is my new blog. I will usually update it every day.
My Pokemon:

Party Image cause I feel lazy.
The level design for the first world is very simple and straight forward for the most part being pretty flat also. This is going to change in the later worlds and secret levels. The first world levels are also very easy and probably extremely easy for most players but all castles/forts have more difficulties to them.
That reznor replacemnt preety much rocks :D
If you think that one is good here's another one that I made when I was board

So herd you liekz mudkips.....
Yeah I dont know reli how qhat that means but them mudkips look really cool. Keep it up. :D
That's win.

That's just f***ing win XD

EDIT: Ninji'd
But how are you gonna make him animate?
Anime List
Manga List
D³ Releases: RL1, [RL2], [RL3], RiS
SMWHacking? I rest my case.
SMWCentral? I leave it to rest.

Actually animating it isn't all to hard it's just really opening and closing it's mouth it's getting the facing forward pose which is a little weird.

Also here's the first level



Direct Link

Also does anyone knows a better site to upload this to maybe the file bin to not make it get shrunken?
Imageshack is your friend
Even when it's little it looks cool

Hard to see. But yeah, looks nice

I cry when angels deserve to die <3
Lay-out made by Broozer
©Broozer



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