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Rescue The Baby Yoshi - Demo1
Forum Index - Valley of Bowser - Moderation Questions - Hacks - Rescue The Baby Yoshi - Demo1
Pages: « 1 » Link
Hack Name: Rescue The Baby Yoshi - Demo1
Length: 6 exits
Author: Humingbird96 - Submitted by: Humingbird96
Description: This is my first hack.

Including:
1 World
ExGFX
Custom Music
A custom Boss
And more...

Have fun



Reason

Apparently a faulty patch; removing on request.

 
Hack Name: Rescue The Baby Yoshi - Demo1
Length: 6 exits
Author: Humingbird96 - Submitted by: Humingbird96
Description: This is my First hack and I hope you like it.

Including:
1 World (With a new Overworld)
ExGFX
Custom Music
Custom Boss
and more...



Reasons

Not bad overall, especially for your first hack, but there's a few issues preventing this from being accepted.


If possible, the menu text palette should be fixed.


Any reason for the corner tiles being solid here? Not necessarily a removal reason, just counter-intuitive.


I couldn't find a way out of here... am I even supposed to get the secret exit yet?


Graphical glitches due to the Hammer Brother pushing me into the ground. Move all of them up by at least one or two tiles.


The bar goes slightly higher than the post would allow it to.


I couldn't find a way to get up there without jumping on the Koopa, and killing it beforehand leaves me stuck there forever. Mind lowering the right platform a bit?


Uh, am I supposed to be able to make this jump? I ended up using cheats to beat the level...


It's possible to break out of here if you're not big, but hitting the P-switch here won't leave you enough time to get to the goal before it expires.



That... seems to be all. As I said, rather nice little hack you have there. Fix these issues up, and you'll be fine.

 
Hack Name: Rescue The Baby Yoshi (Demo 1)
Length: 14 exits
Author: Humingbird - Submitted by: Humingbird
Description: This is my first hack.

This Hack includes:

Custom Blocks
Custom Sprites
2. Worlds
Custom Music
New Overworld
Lots of love
And more. :)



Reasons

For some reason I liked the first demo better...

First of all, a lot of issues from demo 1 remain unfixed. It'd be great if you could iron them all out.


Glitchy tiles up there.


Not rarely, I can fall through this ledge. Must have been possible in demo 1 as well, I just didn't catch that in particular I guess.


Not a removal reason, but personally I really don't see why this is funny.


A pipe exit placed too low.


It would have been nice if you'd told me these were wall jump blocks... Just saying, it feels pretty out-of-the-blue here.


Bad goal point palette.


Glitchy bounce sprite. Try finding a workaround - the easiest way would be to get rid of the note block.


Placing powerup blocks too close to a ceiling is bad practice.


More bad goal/midway palettes.
(Also, inserting midway bars through Direct Map16 Access isn't a good idea.)


Oh hey, thanks for the info.


wth




On another note: your level design, while okay in general, felt a little repetitive. Every single level had at least one P switch, often required to beat the level (and when they weren't, I didn't even see a use for them). You were also forced to take large detours to get them, which really annoyed me after the first few levels.

In the "collect all coins" level, there are also quite a few pits you can get stuck in rather easily. A few hills or blocks to help you get out of them would be great there.


Pages: « 1 » Link
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