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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.Not logged in.
Super Mario: Shipwrecked (Demo) - Araigen Rensutsu
Forum Index - Valley of Bowser - Moderation Questions - Hacks - Super Mario: Shipwrecked (Demo) - Araigen Rensutsu
Pages: « 1 »
Hack title: Super Mario: Shipwrecked (Demo)
Length: 26 exits
Author: Araigen Rensutsu - Submitted by: Araagen (same person, apparently).
Description: Mario is shipwrecked in the Dark Sea. He finds that his old pal Yoshi has a summer home there and that Bowser has kidnapped Yoshi's friends. Mario Agrees to help Yoshi find his friends in exchange for a boat out of there.

I started this hack quite a while ago, and due to that I cannot remember who I got most of my resources from. If you created a graphic that is being used in this game, message me and I'll put your name in the credits.

Otherwise, there are still buttloads of glitches, please tell me any you find while playing, and thanks.

-Araigen Rensutsu


IPS link

This hack, aside from having bad level design, which would have been enough to remove it, had a lot of basic glitches that also reduce the quality of your hack and prevent it from passing the moderation.

There are many things in your hack which make me think you didn't put much effort on your level design, starting with the barely edited (or completely unedited) levels you included, I can perfectly recognize the green switch palace, donut plains 2, Vanilla secret 2, and Bowser's castle. The levels that were really made by you weren't really brilliant, most of them were too short to be enjoyable and could be beaten in less than 50 game seconds which isn't much, normally, a level takes 150-200 game seconds to beat. On the top of that, most of your enemies can be easily passed by, there weren't empty segments per se, but there were areas like here were I could perfectly pass over the enemies; and many flat areas in general that made your enemies easy to avoid. Aside from that, you hack was quite repetitive as well, not only you had segments like this or this were you repeated the same enemy combination, but even the levels in the same world were too similar to each other, starting with the fact you used almost the same enemies in very similar ways, for example these two screenshots were taken in two different levels despite their similarity.

Another problem with your levels is that your secret exits were really easy to find, in fact, one of them was actually behind a door placed in the middle of the way.

Level design aside, there's a lot of glitches I found while playing your hack. The most important one would be after I finish world 2, after I take the pipe, if I try to go back, it takes me here instead. For other glitches and issues I found, I'll list them bellow:

-The music breaks in accurate emulators. I don't know why you are using Romi's addmusic, but you should use either addmusic 4.05, addmusic M or addmusic K, you can find them in the tools section.
-Normally, one would expect to be able to climb in these ropes (I mean the horizontal ones).
-There's an invisible block here.
-Major slowdown here.
-A couple of midway points didn't work correctly and sent me back to the beginning of the level if I die after taking them.
-the magikoopa's head is missing because of sprite memory issues
-I can go here, even if I didn't find the secret exit in the previous level.
-this chunk of grass that comes out of the cliff is cutoff and looks bad, same goes for the submap.

----

As you can see, you need to improve a few stuff before I can accept this. Don't include edits of original levels in your hack, instead, include your own levels, and make them longer and more enjoyable than this. When designing your levels, try not to use flat ground all the time, because all I have to do is run and jump from time to time, try to add slopes, pits, pipes and things like that to make it more entertaining and try combining different enemies and objects to build obstacles that require some skill to pass.

Improve your level designing and fix the glitches and this hack will be accepted. I advise you to play some recently accepted hacks so you can get of better idea of our current standards and expectations.
Originally posted by aj6666
I don't know why you are using Romi's addmusic, but you should use either addmusic 4.05, addmusic M or addmusic K, you can find them in the tools section.

I never heard of Addmusic K, and I can't seem to find that anywhere. I'm kinda curious about how it differs from 4.05 and M.

--------------------
Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Originally posted by Sokobansolver
I never heard of Addmusic K, and I can't seem to find that anywhere. I'm kinda curious about how it differs from 4.05 and M.

It's right here.

--------------------
I honestly thought people were already aware about AMK.
Originally posted by MaxodeX
I honestly thought people were already aware about AMK.


Considering it's localized to the Music Hacking section and is still in beta, I think most normal users are fine with 4.05 or M.
Well, I may as well thank you for considering it, although it was more of a ploy to get others to tell me the problems with it. Sorry about that, I really should have thought more about it before I uploaded it.

-This hack, aside from having bad level design, which would have been enough to remove it, had a lot of basic glitches that also reduce the quality of your hack and prevent it from passing the moderation.

Could have said it a bit nicer leading up to it....
But, yeah, I know, Im actually responding to these parts backwards so this is the last part I'm responding to...

-There are many things in your hack which make me think you didn't put much effort on your level design, starting with the barely edited (or completely unedited) levels you included, I can perfectly recognize the green switch palace, donut plains 2, Vanilla secret 2, and Bowser's castle. The levels that were really made by you weren't really brilliant, most of them were too short to be enjoyable and could be beaten in less than 50 game seconds which isn't much, normally, a level takes 150-200 game seconds to beat. On the top of that, most of your enemies can be easily passed by, there weren't empty segments per se, but there were areas like here were I could perfectly pass over the enemies; and many flat areas in general that made your enemies easy to avoid. Aside from that, you hack was quite repetitive as well, not only you had segments like this or this were you repeated the same enemy combination, but even the levels in the same world were too similar to each other, starting with the fact you used almost the same enemies in very similar ways, for example these two screenshots were taken in two different levels despite their similarity.

Actually, Bowsers Castle wasn't edited yet, if you mean castle 1, then yes. Donut plains 2, yep. Vanilla secret 2 I hadn't edited yet, so it should be the same level as before. The hack really ends before the desert as everything after hasn't been tested as much. Although when stuff is tested (The slowdown) I'm lazy, so thats a bit of a problem on my part.

With the desert levels, the tile set doesn't give me much to work with, but I can try to make them better. Sadly, I want to add pipes to the desert, among a few other things, but I don't know how to edit that well.

-Another problem with your levels is that your secret exits were really easy to find, in fact, one of them was actually behind a door placed in the middle of the way.

Actually, I said that too, but my friend convinced me to make them easier to find. Most of them were in more hidden areas, but yeah. Later after he convinced me (Halfway through world 2) I started making them easy from the get-go.

-Level design aside, there's a lot of glitches I found while playing your hack. The most important one would be after I finish world 2, after I take the pipe, if I try to go back, it takes me here instead. For other glitches and issues I found, I'll list them bellow:

I actually had that happen once and thought I had fixed it, although it may just be the differences in emulators.

-The music breaks in accurate emulators. I don't know why you are using Romi's addmusic, but you should use either addmusic 4.05, addmusic M or addmusic K, you can find them in the tools section.

Actually, I had trouble getting any addmusic to work in the first place, so that was a big achievement at all, also, what are these "accurate emulators" so I can test with them instead?

-Normally, one would expect to be able to climb in these ropes (I mean the horizontal ones).

Actually, I was planning on taking that level out, that bugs me too, but it was like that when I got it from here and I really don't know how to fix it.

-There's an invisible block here.

Same reason^

-Major slowdown here.

This is just me being lazy, I'll have that fixed by next version.

-A couple of midway points didn't work correctly and sent me back to the beginning of the level if I die after taking them.

I actually didn't come by that, I'll get my friends to test a few levels again and try to fix that.

-the magikoopa's head is missing because of sprite memory issues

No idea how to fix it, probably will take out the Magikoopa.

-I can go here, even if I didn't find the secret exit in the previous level.

That would be because I forgot to turn off the movement down from the previous level, I was still editing that area's levels, and I wanted easy passage. But, yeah, slight oversight on my part.

-this chunk of grass that comes out of the cliff is cutoff and looks bad, same goes for the submap.

I did like the idea, if I knew how to edit the overworld (Just getting the 8 sign was tough) I would make it look better. It's probably staying the way it is, but hopefully, I can get good enough to edit it.

All and all, I would like to thank you for the critiquing, my friends aren't very helpful when it comes to that, and this will hopefully be a big help. I have since given up on it for the third time (I started production in 2010) so you probably won't see a new version for a few years. Either way, thanks again and hopefully I'll be able to fix these things.

--------------------
"There is a fine line between genius and insanity.
I like to think I have a foot on both sides."
Pages: « 1 »
Forum Index - Valley of Bowser - Moderation Questions - Hacks - Super Mario: Shipwrecked (Demo) - Araigen Rensutsu

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