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Super Mario Galaxy 3 by peytonbanks1234
Forum Index - Valley of Bowser - Moderation Questions - Hacks - Super Mario Galaxy 3 by peytonbanks1234
Pages: « 1 »
Hack Name: Super Mario Galaxy 3
Author: peytonbanks1234
Description: I know a lot of people made a Super Mario Hack of any kind to make smg3 but I made this
A newer version has been submitted.

HoleNet.info

This hack needs a lot of more work.

First off, you submitted only one single screenshot of your (almost completely black) title screen. You should submit more screenshots next time, showing different levels of your hack.



Also, the menu text color is almost unreadable.





Almost ALL of the main or secondary entrances had bad FG/BG initial positions. This diagram should help.



It's not really recommended to have tiles like those above a pipe, Mario will oddly disappear when entering a pipe.



Glitched block.



This was a very weird and unnatural way to end the level.



No offense, but probably one of the worst level design elements are these "P-Switch pressed - wait until it runs out" parts. They are annoying and boring so I highly recommend you to take these out.



These ledges are very lazily done (read: cutoff).



Again, give Mario more space to do the ending walk properly.



You'll need to change the attributes of this tile if you X-swap it.



...and that was it? Honestly, this level took like 5 seconds to beat.

Read the Hack Submission Guidelines

Watch this video
Removed
Hack Name: Super Mario Galaxy v1.5 Demo - 283.4 KB - 98 downloads.
Length: 6 levels
Author: peytonbanks1234 - Submitted by: peytonbanks1234
Description: This is version 1.5 and a lot of stuff was changed

Reasons
Originally posted by peytonbanks1234
This is version 1.5 and a lot of stuff was changed

^ Lies. All lies.

Seriously, I don't really know what you changed or fixed after receiving Hadron's previous removal log. All of the previous problems he mentioned are still there, along with some other ones he identified. He posted his removal at 1 a.m. on December 11 and you had uploaded your "new" version by 9 p.m. that same day -- that's barely enough time to fix the bare minimum of things he mentioned, much less do a nice job on these levels.

Fair warning -- resubmitting rejected content can result in a ban. Please proceed with caution.



One major issue with the entire hack is that once I had the Cape Feather, there was nothing keeping me from just "cheating" and flying through half of your levels. If you're going to give out a Cape Feather, make sure your levels can't just be "skipped."


Not a reason for removal, but this title screen is exceptionally plain. Not very exciting... A slightly more relevant thing needing to be fixed, though, is that font color -- it's barely readable.


You're using some bad FG/BG start settings here.
Use this diagram to help correctly set up your FG/BG start settings.


Actually, I was able to reach this goal just by jumping at it from the Message Block. So, I was able to beat this level by literally pressing the B button twice. I don't think this level works the way you want it to work...


Where is the floor? Why can I walk here? I think this is a strange way of ending the level. (Since this is where the player ends up falling down to when they hit the goal tape.)


The player animation above is the player exiting a pipe. There is no pipe. Add a pipe or make the player's start setting here be "Do nothing."


Why does this passage end in an open space that isn't a teleport? Consider making a wall here.


These vines are sort of awkward -- maybe consider using custom blocks that let the player climb up/down through this block to the vine below. Not a reason for removal.


Am I really supposed to use the throw-climb trick to get this Springboard out of here?


Don't put FG things above pipes -- the player disappears behind them when going down/coming out of a pipe and it looks funky.


Why am I falling at the level start? Is it intentional or laziness?


Why is this happening? You probably need to make some changes to these groundforms so that the player's movements on them are logical.


Ugh. I trapped my Springboard due to your level design. Oh wait. I didn't need it anyway because I could get the Cape Feather in an earlier level. Oh well.


These levels were too damn short to qualify as fun or interesting.



Use the Ceiling Generator sprite, some ceiling generating levelASM, or better level design to avoid allowing the player to just jump over major level obstacles by going off the top of the screen.


This was my favorite part of this level. It might have been because it was the only actual obstacle in the entire level. There were no enemies.


Hey, this OW actually looks pretty nice...


...except it's free-roaming along level paths, and this level "path" has me walking up the side of a hill, over a vine, and across the void of space.


An unfair blind jump if I've ever seen one.


Remove priority from these tiles so Mario doesn't bend time and space.


Boring bland "level" "design."


The two-tile stack to my left is apparently a pipe end that I can enter arbitrarily from either side...even though it looks like a poop-block.


Exiting poop-blocks here. What happened to the pipes? If you're going for "doors" or something, you might want to make some custom doors with Map16 or use teleport blocks or practically anything else.


"So-long-ee-Bowser!"


YOU'RE WELCOME

Overall, this hack needs a lot of work before it will be up to SMWCentral's standard of quality. Please take the time to read over the Tips Of The Day. You should play through some of the site's Featured Hacks to get an idea of what you should be aiming for. Last but not least, replay some of the classic Super Mario games to get inspiration for good level design.

Please watch this video by cyphermur9t -- it gives a lot of good tips for beginners and also outlines several bad habits that are commonly frowned upon by our community.

This hack does not meet the following Hack Submission Guidelines:

Originally posted by Hack Submission Guidelines
4. Avoid major graphical glitches.
Errors such as garbled sprites/FGs/BGs, message box text screwing up layer 3 items, floating/stacked/cutoff tiles, and general graphical ugliness are frowned upon. Furthermore, don't forget about glitches which involve the sprite memory - the graphics of the sprite will 'disappear', but the sprite will still be there, and can unfairly hurt Mario.

5. Your hack should be of a reasonable length.
Unless you intend to make your hack contain very long and very high quality levels, demos which are too short to provide any feedback on or be enjoyable will be subject to removal. A general rule of thumb is that the hack should feature at least one complete world with about five levels, or should feature around at least 15 minutes of game time.

9. Keep the hack at a fair difficulty.
Avoid issues such as death traps after the goal, blind jumps, forced damage, excessive enemies, places where you can get permanently stuck, excessive 3-UP moons, projectile sprites (e.g Bullet Bill) placed directly into a level instead of using the correct shooter/generator sprite, etc.

11. Have fellow users beta test your hack before submitting it.
Your hack should be as good as you can make it before you submit it to be featured in the hack database. A good way to make sure you have a quality hack is have it beta tested. Have your friends play it and give you feedback, or recruit some beta testers.

12. Quality level design
Your hack has a much higher chance of being accepted if the level design is fun. Conversely, if the level design is found to be lacking, then small graphical glitches may be enough to push the hack into deletion.


--------------------

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
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Forum Index - Valley of Bowser - Moderation Questions - Hacks - Super Mario Galaxy 3 by peytonbanks1234

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