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JDCGames Collab:

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Hello! This is JDC here to release my C3 project.

This is "The JDCGames Collab", a community project made by members in JDCGames. The idea for the project went back to August 2011, where staff member there suggested we should start our own collaboration. I
quite liked the idea of that, and thought it over. Eventually, I
agreed, and started the collab up.

Some 9 months later - and look where we are now! A completed collab
with 37 levels and plenty of secrets to explore. I reckon we have
come a long way with this project, and I am quite glad because of
it. You'll play across 5 cool worlds designed by a variety of
members from JDCGames.
Anyway, enough rabble! Let's give out some screenshots and videos.

Videos - May Contain Spoilers
Collab Trailer

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Screenshots









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Well, that is it for the screenshots. Here's the part where I show
the huge download link... Ah!


DOWNLOAD THIS HACK!

Well, that is it. I hope you enjoy playing the collab! It certainly
has been good fun leading this and designing a few levels.
I hope everyone enjoys this.
Finally this got released :))

Gonna start playing it tomorrow since I still have some work to do today.
GvS @smwcentral.net ~ u:11380
JDC, I can't say anything else than... fantastic job!

The screenshots look superb! Each and everyone look very nicely designed and very appealing. You should be proud of yourself, for getting such a collab done.

I'll play this for sure! :D
This hack looks epic. Honestly from just seeing the trailer I believe this is already one of the best hacks out there and I plan to download this later today. Definitely looks enjoyable and I'll bet I'll have as much fun as I did when SMWCP was released.

This hack is really special as this is my 500th post since joining SMW Central
Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
Based on what I've played so far (a third of it), it seems decent, but riddled with various flaws which pull down the level design in spots to the point where I'm just left facepalming. Here's a couple of examples of poor design choices so far:

-Happy Hills: I don't know who still thinks that spamming the level with abstract architecture is a good idea. I thought everyone established ages ago that it does nothing but break the flow of things and ruin an otherwise decent-to-good level.
-Treetop Temple: Did it not occur to anyone that the midway in this level is about 5 screens in, and then you have another 20 to go PLUS a boss (which, for the record, takes way too many hits for world 1, and as such is too hard)? This level as a whole is kind of a mess - cramped, difficulty swings WITHIN the level itself, and the previously mentioned midpoint issue all add up to certain annoyance.
-Cotton Candy Clouds: Including green switch blocks in a one-exit level BEFORE the green switch palace is completely pointless. This level also needs to lay off on the Munchers a bit as well (actually, that statement applies to a lot of levels so far).
-Midnight Madness would have been a pretty great level if the end wasn't ruining by sprites (chainsaws) despawning and irrelevant kicking Koopa spam which was from above, offscreen (and therefore blind) half the time.
-Solar Sector: This level suffers from ADD. It's all over the place in terms of its theme (or lack thereof). The beginning is a clusterfuck of unnecessary vision-inhibiting decorations which aren't actually incorporated into the design, but rather included for the sake of decorating the level.
-Line Guide Ride: Using foregrounds objects in the background with no difference in their palette = generally a bad idea. Otherwise, good level.
-The second boss .. why would you bother making it take six hits to kill without changing the attack pattern after three? It makes the last half of the fight tedious and tacked on.

In general:
-The hack suffers from going overboard on aesthetics (surprise - it's a problem most hacks still tend to face). It's clear in some levels that so much time was spent on making the level look "pretty" that the design suffered. That's not to say all of the levels are like this though - in fact, the ones I enjoyed the most were the ones which put design over graphics (Line Guide Ride is a decent example of this).
-Also, 80% of the music choices in this hack sound weak. Both castle themes in particular come to mind as songs that sound poorly composed and therefore ruin the immersion of the level, mostly because of the instrument choice.
-Bosses aren't bad so far, but throwing in the need to make several extra hit ruins things.


I'm at the start of world 3 right now, and I'll probably write a full detailed review on the hack page itself when I'm done. As of now though, there isn't too much here that stands out. I recognize it's vanilla, but when each level feels like a giant amalgamation of every theme possible for no good reason, it's an issue.
Collabrative hacks don't usually interest me, but this one looks fantastic! The levels look very well-designed and fun to play. The hack also seems to be nice and unlinear, which makes it much more interesting to play. The palettes look superb, they go really well with each other and show the theme of the levels perfectly. Excellent work! #w{=D}Free counters!
My replies in bold.

-Happy Hills: I don't know who still thinks that spamming the level with abstract architecture is a good idea. I thought everyone established ages ago that it does nothing but break the flow of things and ruin an otherwise decent-to-good level.
I will have to disagree with this one. Yes, there is a rather 'abstract' formation to the land structure. However, I do feel it doesn't hinder the design itself. It fits rather nicely, and doesn't go too overboard. Might be just me though.

-Treetop Temple: Did it not occur to anyone that the midway in this level is about 5 screens in, and then you have another 20 to go PLUS a boss (which, for the record, takes way too many hits for world 1, and as such is too hard)? This level as a whole is kind of a mess - cramped, difficulty swings WITHIN the level itself, and the previously mentioned midpoint issue all add up to certain annoyance.
Agreed. The level was actually rather last minute actually, and I can't really blame the guy for getting it done - there was a deadline. However, you do have a point. There are a few precision jumps in this level, which may be too hard for W1... I'll have a look at this one.
As for the boss, I included more health as it's generally 'easier' to hit. I probably did go overboard, mind.


-Cotton Candy Clouds: Including green switch blocks in a one-exit level BEFORE the green switch palace is completely pointless. This level also needs to lay off on the Munchers a bit as well (actually, that statement applies to a lot of levels so far).
In my defence, it was the second level inserted, and so we haven't designed the switch palaces then. Still, I agree the switch blocks (green) should be removed. I was trying to eliminate those, but I think I left a few blindspots. :(


-Solar Sector: This level suffers from ADD. It's all over the place in terms of its theme (or lack thereof). The beginning is a clusterfuck of unnecessary vision-inhibiting decorations which aren't actually incorporated into the design, but rather included for the sake of decorating the level.
Again, I would rather have decoration into a level rather than have a bland lifeless level. Still, level design is the most important. I feel the first half of this level is a lot better than the second half, though.

-Line Guide Ride: Using foregrounds objects in the background with no difference in their palette = generally a bad idea. Otherwise, good level.
No foreground objects were reused, nor do they share the same palette. The BG palette is a bit similar though. I guess I will change this.

-The second boss .. why would you bother making it take six hits to kill without changing the attack pattern after three? It makes the last half of the fight tedious and tacked on.
I'll change its HP to 4 instead.

In general:
-The hack suffers from going overboard on aesthetics (surprise - it's a problem most hacks still tend to face). It's clear in some levels that so much time was spent on making the level look "pretty" that the design suffered. That's not to say all of the levels are like this though - in fact, the ones I enjoyed the most were the ones which put design over graphics (Line Guide Ride is a decent example of this).
In some cases, the decoration was a little too much. However, I feel for the most part, the decoration is just enough to sustain a nice looking level. For example - Line guide ride uses decoration but still plays out fine.
-Also, 80% of the music choices in this hack sound weak. Both castle themes in particular come to mind as songs that sound poorly composed and therefore ruin the immersion of the level, mostly because of the instrument choice.
Not something I can fix sadly. :/
-Bosses aren't bad so far, but throwing in the need to make several extra hit ruins things.


I'm at the start of world 3 right now, and I'll probably write a full detailed review on the hack page itself when I'm done. As of now though, there isn't too much here that stands out. I recognize it's vanilla, but when each level feels like a giant amalgamation of every theme possible for no good reason, it's an issue.
Looking forward to your review!

Thank you for your feedback so far, SNN. I'll take these things into consideration when we start designing a (potential) sequel.
This hack is awesome! I'm fighting the World 2 boss right now. However, I found a rather game-breaking flaw, his thunder can be turned into a coin using fireballs. The boss goes WAY too easily because of that.
Originally posted by King Dedede
This hack is awesome! I'm fighting the World 2 boss right now. However, I found a rather game-breaking flaw, his thunder can be turned into a coin using fireballs. The boss goes WAY too easily because of that.

Ah, really? Thank you for noticing that. :)
I'll edit the CFG file shortly.

Talking about changes, I'll try and get a Version 1.1 out tonight that fixes a few minor issues like that.

Thanks for the comment - keep them coming. :D
Glad to see this hack has a demo.

Wait, does this have my level in it? I wonder...
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Originally posted by Falconpunch
Glad to see this hack has a demo.

Wait, does this have my level in it? I wonder...


Uh... it's not a demo. It is the full version. :P

And yes it does have your level in. :) It's in W4 - Frantic Fires.
Started playing it, and then thought let's put it on my Wii because it's so awesome. I'll play it soon.

I really love it, after all the hard work put in, it's finally pulled off and came out with - I've got to play the full hack though to get a real feel for what it is like. Be sure to expect a review from me soon!


doubleninja.
Oh, another minor thing I noticed in the Blue Switch, in the last section (before the switch, the one with the P-Switch), you can complete it all without exploring for blue turn blocks. You can use the P-Switch to hit most of the yellow turn blocks. There is only one I couldn't hit without losing the P-Switch, and there was a blue turn block at the beggining, so I just used that. May I suggest placing the P-Switch in a 1-block hole to make it stuck?
I've been looking forward to this being released for a while, i'm glad to see it's finally out.

The screenshots all look good, and I thought the trailer was really well made. This is definitely next on my list of hacks to play. :)
Yes! It is finally all done, I am going to play it right now! Like I have said before, we all have done a great job, 5 stars to all who participated =)

I too am looking forward to playing the finished result. I did take a look at the hack from JDCGames, and I thought it was a very reasonably made hack. Of course, I'd have to play it through again just to get an idea.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
@TomPhanto: Ah, I see. I'm quite glad to see you want to play it. Obviously, the base ROM you probably played was still in beta stages, so I think a lot of stuff has been changes (and added!) since then. Either way, I hope you have a good time playing it. :)

@Camoslash: Thank you! I'd also like to thank those who have participated by finishing a cool collab together.

@MrEsc: No problem! Thank you for testing, by the way!

@KindDeDe: Heh, I noticed that too. :P I left it in, cause well it's a cool little 'trick' I suppose. It doesn't take away too much anyways.

@TOS: That's awesome. :) Let me know if it works on a Wii. It -should- do but I have no means of testing that.


Keep those reviews and comments coming! I might start making a playthrough video(s) of this later on. We'll see.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

World 2 map music is broken. (Nothing but some silence with scratchy noises.) Did anyone on your team even bother to test this on at least Snes9x 1.52+?

It's nice to see a collab hack, besides SMWCP, that actually gets finished, because most of them die during the process of being made. I can't give you a lot of feedback right now because I haven't played the hack, but at least I can say that the screenshots and the trailer look appealing. I'll definitely play it one of these days, if I don't forget about it (because I usually do).
Originally posted by MrDeePay
World 2 map music is broken. (Nothing but some silence with scratchy noises.) Did anyone on your team even bother to test this on at least Snes9x 1.52+?


I tested on ZSNES. Not sure about anyone else.
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