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Desync - by Carka Jack

IPS Link

You have a fun little hack here. Unfortunately, there was some mistakes that must be fixed before I can accept it here.

I'm going to start off the removal log by saying that I found this bug with the music: If you die with the timer below 100, the music of the whole hack speeds up and it only stops if you finish a level. This seems to be a bug with AddMusicK.
The AddMusicK's ReadMe says: "This is a very simple error to fix. Simply find all songs that should be "immune" to this increase in tempo (such as the death theme, the game over theme, or whatever), and add "#tempoimmunity" (without the quotes) to the top of the music text file."
So that should fix the bug.

Major Issue:


After completing the castle, the game forces me to go up, which leads nowhere but a endless Bonus Game. This is the main removal issue because it locks the player on a impossible-to-leave room. The way to fix this is to put an "End of Demo" level, in which you can leave freely.

Minor Issues and Recomendations:


This is probably just me, but I think you should highlight more the palettes on the tiles you can or can't go through, like those pipes and the castle walls. Also, in the third image, I found no reason for that little room there, just wonndering if I missed something or not.


The overworld here could be a little better. There are somes perspective errors and maybe make it less square-ish. In case of difficult, I recommend you to check out this thread, it will certainly help you with Overworld design.


There is a wrong tile in the corner of these bushes on the walls.


The background colors here are overwritting the "Mario" color on the status bar, together with the star, because the background palette is replacing the first row of palettes on Lunar Magic. The solution for that would be to change the background color to another row between 0 and 7.
Also, I think the palettes for the foreground here could be a little bit more brighter.


The tiles for this wooden platform looks kinda misleanding because it looks solid, but you can pass through it. You might want to redrawn it to look more clear.


I think the background here could be better because the colors are so bright. It can even get confused with the foreground, which is not good. I believe that if you change the background colors to something darker it could get better/less confusing.

And that's pretty much it. Try to fix these some of these issues and I believe you'll be ready to go.
to leave the room, just reset the game (the castle saves)
it's not a good design choice, but it's not horrible

Yea I agree it's hard to tell which ones are solid and which ones aren't

personally the OW looks fine but I see what you're saying

I didn't even notice the bushes

the brown "mario" in the status bar looks fine TBH

The background looks fine, even with the bright colors, and since it constantly scrolls... It never got cunfusing with the foreground
Want to see my Super Mario Timeline?
Originally posted by natnew
to leave the room, just reset the game (the castle saves)
it's not a good design choice, but it's not horrible

Hack mods generally do find forced resets horrible.

Quote
the brown "mario" in the status bar looks fine TBH

I don't like it. The outline is brighter than the inner color, and it's not the same as in other levels.
Different people prefer different things, but hack mods are generally chosen for agreeing with the majority.

Quote
The background looks fine, even with the bright colors, and since it constantly scrolls... It never got cunfusing with the foreground

The backgrounds in SMW don't have outlines. Imitating that style should help.
<blm> zsnes users are the flatearthers of emulation
That seemingly-pointless room in the third screenshot is there to give you a sneak preview of the 3-up moon hidden in the sky at the right.
If its pointlessness that much of a problem I'll put a monkey in it. That should be good, right?

That mess with the map screen... How did...you manage that? I can't seem to replicate it.

That one log in #7 is supposed to be hard to notice, it's the secret exit after all. But I went ahead and made it all cracked looking anyways.
Meh.
Originally posted by Carka Jack
That seemingly-pointless room in the third screenshot is there to give you a sneak preview of the 3-up moon hidden in the sky at the right.
If its pointlessness that much of a problem I'll put a monkey in it. That should be good, right?

That mess with the map screen... How did...you manage that? I can't seem to replicate it.

Ohhh, don't worry too much about that room. It is just something that I wanted to pointed out, since it's entrance is kind of well hidden. That room itself is not a removal reason at all.

The map screen you mean the one that I go up and leads to the never-ending bonus room? If so, the castle sends me there after beating it. That's because there's a pathway that sends you up. Just change the direction to where Mario is sent after beating the level and it should fix that (Though, I personally think that making a level to announce the demo is over should be better).

If you mean the one that I said it is too square-ish, it is just a recomendation to make it more roundy. Add some more terrain and some more curves to it for example. I think that the screnshot I posted there is kinda misleading too, I meant to say that more to the green area above the brown area. And then again, that's just a recomendation, not really a removal reason at all.

If you have any more questions, feel free to PM-me and I'll try to help you as much as possible.