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SMW The Adventures of A Plumber - drake-68
Forum Index - Valley of Bowser - Moderation Questions - Hacks - SMW The Adventures of A Plumber - drake-68
Pages: « 1 »
Hack Name: SMW The Adventures of A Plumber
Username: drake-68
Verdict: Denied
IPS: Link

Overall:
The hack played out okay for the most part. Nothing was really wrong with it per se, but it was too short and had some common, fixable errors. Mostly in the realm of too few enemies (in certain dead areas), bad midway point palettes, bad text, a few too many power-ups (particularly in level 1) and some strange choices in design.

SS 1. There's an extra coin that doesn't disappear when the loading game part comes up:


SS 2. The spacing is bad here, remove "auto-spacing". Also the text is kind of bad, change to "Bowser has kidnapped the Princess. He requested a ransom of 1,000,000 coins, but Mario is stingy and he refused":


SS 3. Wording is bad and the auto-spacing thing. Here "There is just a blue switch, but what is it used for?"


SS 4. Enable Vertical Scrolling at Free Will here.


SS 5. Amazingly these blocks don't cooperate here. Use destroyable blocks with shells not turnable blocks.


SS 6. I can't collect this 1-Up for some reason...


SS 7-9. Bad Midway Point Palettes.




SS 10. Never found a usage for this Springboard.


SS 11. This doesn't look right ... but it works for some reason.


SS 12. Hilariousness


SS 13. Awfully dead without enemies.


SS 14. Was something supposed to be up there with the Used Blocks?


SS 15. More text problems. "Thanks for playing this demo. Drake and Iggy Koopa thank you. To Be Continued, Drake"


SS 16. Why do I have 1-Keyhole Lives? (It's supposed to be a 9).


SS 17. Bad palettes on the Yoshi eating a berry:


It's a good start but it needs more substance to be considered something acceptable. I'm denying the other version too because it is the same except for the fact that it is in a different language.
Originally posted by cstutor89

The hack played out okay for the most part. Nothing was really wrong with it per se, but it was too short and had some common, fixable errors.


Wait, it was too short?

There's nothing wrong with a short game.

Back in the NES days, games were usually only a handful of levels.

Originally posted by cstutor89

Mostly in the realm of too few enemies (in certain dead areas), bad midway point palettes, bad text, a few too many power-ups (particularly in level 1) and some strange choices in design.




Originally posted by cstutor89

SS 2. The spacing is bad here, remove "auto-spacing". Also the text is kind of bad, change to "Bowser has kidnapped the Princess. He requested a ransom of 1,000,000 coins, but Mario is stingy and he refused"

SS 3. Wording is bad and the auto-spacing thing. Here "There is just a blue switch, but what is it used for?"

SS 15. More text problems. "Thanks for playing this demo. Drake and Iggy Koopa thank you. To Be Continued, Drake"



The text looks fine. Besides, it has only a small effect on the game.

Originally posted by cstutor89

SS 4. Enable Vertical Scrolling at Free Will here.

SS 5. Amazingly these blocks don't cooperate here. Use destroyable blocks with shells not turnable blocks.

SS 6. I can't collect this 1-Up for some reason...

SS 11. This doesn't look right

SS 12. Hilariousness

SS 13. Awfully dead without enemies.


SS 16. Why do I have 1-Keyhole Lives? (It's supposed to be a 9).

I agree with ya there, but it's not too bad.

Originally posted by cstutor89

SS 7-9. Bad Midway Point Palettes.
SS 17. Bad palettes on the Yoshi eating a berry:


Those look fine to me.

Originally posted by cstutor89

SS 10. Never found a usage for this Springboard.


So?

Originally posted by cstutor89

SS 14. Was something supposed to be up there with the Used Blocks?


Don't know, don't care.

Originally posted by cstutor89

It's a good start but it needs more substance to be considered something acceptable. I'm denying the other version too because it is the same except for the fact that it is in a different language.


I think it's acceptable as a demo, but it still needs a tad of work before it can be fully released.

Like I said before, nothing wrong with a short game.

--------------------
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Hack Name: SMW The Adventures of A Plumber (2)
Username: drake-68
Verdict: Denied
IPS: Link

Overall:
A pretty good hack overall, which has been fixed up a bit from the last version that I played. However, there are carry-over errors that are from the original post that are needed to be fixed and some new ones with the new levels created. Please see SS 2,3,7-9,13 from my original post to fix those up.

As far as the new version, here are the new SS's for this one:

SS 1. This event tile next to the Castle should be removed. You can do without showing this one. It looks weird when it's actually coming about:


SS 2. A power-up at the beginning of the section + a hidden Mushroom. Remove the mushroom. The status bar palettes don't look very good here.


SS 3. (Optional) This Midway Point seems really long - shorten it maybe.



SS 4-5. Turn on Buoyancy here.



SS 6. Is that white supposed to be there on the Yellow Switch Block?


SS 7-11. Slowdown Central.






SS 12. The cause of the slowdown, plus do we really need 3 power-ups here?


SS 13-14. Glitched Graphics.



SS 15. Is this supposed to be bad or good?


SS 16. Very hard to get out of this spot, lower the note blocks by one square.


SS 17. Your game crashes (due to the music) in this level [DEFINITELY FIX THIS]


SS 18. Bad Palettes


SS 19. Too many power-ups.


SS 20. A free 1-Up for doing nothing but entering the level. (Is loopable).


Also, as a suggestion, finishing up World 2 is a sufficient length for the hack as a demo.

-------------------------------------------------------------------

@Dipalon There are rules on how long a hack should be that can be submitted for approval. 3-4 levels is really not long enough.

As far as the text is concerned, it is NOT fine. If you are going to use English, you have to write grammatically correct sentences in English. The player has no idea what the designer is talking about otherwise. Spacing is a different story. It is acceptable to have no adjusted lines that are auto-spaced, however it looks funny when a line with 2 words on it has a huge gap and a line with 4 words have small gaps.

As far as the color palettes are on the midway points, that needs to be fixed because it doesn't look good. The colors are inverted and don't belong with the colors of the other side of the midway point.

Extras



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Quote
Wait, it was too short?
There's nothing wrong with a short game.
Back in the NES days, games were usually only a handful of levels.


I haven't played this hack and the version I moderated is vastly different to the one I moderated, but...

Originally posted by Rules and Guidlines: Hacks
Your hack should be of a reasonable length.
Unless you intend to make your hack contain very long and very high quality levels, demos which are too short to provide any feedback on or be enjoyable will be subject to removal. A general rule of thumb is that the hack should feature at least one complete world with about five levels, or should feature around at least 15 minutes of game time.


Not to mention the year is 2013, not 1988.

Quote
So?

When the player is given a Springboard, they're expected to put it to some practical use somewhere. Not having that makes the inclusion of the item pointless.

Quote

Don't know, don't care.

Unless you are the hack author or actually played this hack, you're not really in a position to answer that question.

For SS 1, just put one of those open path areas around it, like castles in the original game.

--------------------
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Another thing that looks odd in SS 6 are the Blue & Silver P-Switches on top of the Yellow Switch.
Originally posted by Wiimeiser
For SS 1, just put one of those open path areas around it, like castles in the original game.


After the entire event has finished it looks right but during the cycle it looks strange. Though your way of fixing the problem is a good alternative.

Originally posted by MarioFan22
Another thing that looks odd in SS 6 are the Blue & Silver P-Switches on top of the Yellow Switch.


Yeah, it looks strange in the SS. Drake should probably just eliminate those P-switches.
Hack Name: SMW The Adventures of A Plumber (3rd)
Username: drake-68
Verdict: Denied (but close).
IPS: Link

Overall:
- It's nearly there but there are still some old errors that need to be fixed + just a few new (design) issues that I overlooked last time.
- I noticed that you changed the text to French, even though I pretty much said how to write everything in English. Having said that, I don't know if the French is grammatically correct.
- From my original post, you still need to fix SS 7 and 8.
- From the 2nd revision post, you still need to SS 6 (just remove those blocks and P-Switches), 7-11, 13, 17, and 19.
- As for the new design problems:

SS 1. I didn't think of this before but just remove this bottom layer (plus there's a pit that nobody can see to the left of me).


SS 2-3. There's a Yoshi given to you in this level, though you have a Guided Rope that Yoshi can't use (1st SS) AND no way Yoshi can move off of this screen (2nd SS)? Just remove Yoshi from the level.



SS 4. It is possible to bring a Buzzy Beetle from the first part of this level, it becomes glitched once it goes into the underwater part of the level. Remove the Buzzy.
Hack Name: SMW The Adventures of A Plumber (3rd)
Username: drake-68
Verdict: Denied (but close).
IPS: Link

Overall:
- It's almost there. Most of the errors that I have seen have been fixed for the most part. Slowdown is much better (I'll ignore those from this point on).
- You have to find some way to end this demo, either (a) complete World 2 and stop there or (b) connect your final levels with a level that indicates that the demo is finished.
- Just a few small errors left:

SS 1. This part doesn't look as good as it used to.


SS 2. These blocks can't be destroyed if you are small Mario, change to turnable blocks.


SS 3. There's some cutoff on the bottom of the exit goal to the floor. This room's music too has a crashing problem like SS 17 in my 2nd post.


Other than that, pretty good for the most part.
Pages: « 1 »
Forum Index - Valley of Bowser - Moderation Questions - Hacks - SMW The Adventures of A Plumber - drake-68

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