When you're going on a different level when there's a gradient, the gradient will display for a few moments then it will disappear, going to the next level. (Fixed, but still disappears when entering a door)
When you are digging a sand block while there are many enemies, the game might freeze. I do not know the cause but we'll fix it later.
I'm playing through this as I post and will list whatever bugs I notice as I play through the demo.
1.) The Yoshi Coin in the title screen level has glitched graphics. This could be because you haven't made a new title screen yet. The level itself appears unedited aside from the graphics change.
2.) The music in Level 1-2 breaks in SNES9X 1.53. I don't know what AddMusic you're using, but I recommend HuFlungDu's. The songs you're using will be compatible since they appear to be from MidiGuy's SMAS pack. If you used Romi's AddMusic, just download HFD's AddMusic from the tools section, redownload the SMAS soundtrack from the music section, and reinsert the songs you're using with the new tool. You'll also need to insert HFD's MORE.bin. Just type in "AddMusic.exe YourROMNameHere.smc -se" If you were using any other AddMusic, you'll need to port to a new ROM.
After this point, I will be testing in ZSNES.
3.) When the level fades out after hitting the Goal Star, you can see a blank screen with nothing but the level's HDMA gradient for a second before going to the Overworld.
4.) Sprite placement seemed hit-and-miss. Sometimes, it seems like you just placed random sprites in groups. An example would be having a Goomba, a Porcupo, and a Shy Guy in a line. There was often a large number of different enemy types in a single level. I'd say you should use no more than 5, maybe 6. Sprite "lines" should only consist of several instances of the same sprite, or one "leading" sprite with some followers. The sprite generators that were used in a couple levels felt completely unnecessary and just added fake difficulty. My final tip is to not place a sprite that can't be jumped on on a platform shorter than 3 blocks. Case in point: No Hotfoots on top of pipes when the pipe is the only platform the player can stand on.
5.) End your demo with an "End of Demo" level. This is a single-screen level with Side Exit enabled and a Message Block that says the demo is over. Don't just use an unedited level.
-------------------- "Fortunately, I have a delicate lock-picking technique" *blasts doors open*
-Optimus Prime - G1 - Day of the Machines
In that level, I'm going to feature Blowhard.. (might add Boss Bass too)
Well, I'm just having two problems, so I can't create world 3-1.
>When I edited layer 3 on terra stripe, the image becomes one hella big trash.
>I can't insert yiblowhard because I actually forgot how to insert the graphics.. It's been almost 2 years since I inserted this on my hack.
Hey, this looks pretty good. I generally like SMB3 (or SMAS)-styled hacks. For 3-1, why not use the SMB3 water instead? It would look much better. Just PLEASE don't use Boss Bass...I hated that sprite in SMB3, and I hate him just as much or more in SMW hacks (at least you could temporarily kill him in SMB3...). I've never seen a level with Boss Bass that I liked.
Man, I have to say: this looks amazing. I've never seen somebody using the SMB3 graphics so well. I also like those YI spikeball spiting things, they seem to suit very well. The waterfall cutoff also bothered me a little, but that's minor really.