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My sundae hack: SMW2: A New Adventure (canceled)

Hello, everybody! I'm going to release the 2 world demo of my hack! I am trying to go for a hack that presents a challenge similar to The Lost Levels, but manages to keep it fun.

Screenshots:




The three worlds are called "Broccoli Plains", "Onion Cove", "Coffee Beach", and "Taffy Sea", respectively. I'm going to name the worlds after vegetables (sans world 3&4), if you object, post below!

Current Version: Demo 0.9: Star Road & Special World added. Bricks are coins when a P-Switch is pushed, improved a room in the Onion Ghost House. Bowser now needs 3 hits to advance to another phase.


Previous Versions:

Demo 0.6:Worlds 6&7 added, Yoshi Coins give 5 normal coins, baby Yoshis give a changing item when carried to the goal. Disappearing Clouds now act like ledges and have blue smiles. Current Bowser Battle may be subject to change.

- Demo 6.5: Fixed an oversight in overwriting a color of palette 5 causeing the mushroom platforms to look weird.

Demo 0.5: World 5 made and implemented. 1-3 rehashed.

Demo 0.4: World 4 made and implemented.

Demo 0.3: World 3 made and implemented, Yellow Switch Palace game changed.

Demo 0.2: Fixed some cutoff, allowed access to the Onion Ghost House.

Demo 0.1: Initial Release. 2 world demo.
That's what I see in this hack so far:
- Screen #1: I don't know what to say, but it looks fine to me.
- Screen #2: There's 2 problem:
+ I don't like the cliff to the left. It looks weird. Remove the 2nd, 3rd, 4th, 6th, 7th, 8th cliff lines and replace it with dirt. Also, avoid the cementblock spam.
+ The bush to the right has some cut-off. Remove the block decoration below it or move the bush.
- Screen #3: No problem with this, beside it looks quite boring. Add some enemies into it!
- Screen #4: Nothing to complaint.

Other than that, this hack look good so far. I like the vegetable name idea for your level. Good luck at making this hack!
Originally posted by Superwario1999
That's what I see in this hack so far:
- Screen #1: I don't know what to say, but it looks fine to me.
- Screen #2: There's 2 problem:
+ I don't like the cliff to the left. It looks weird. Remove the 2nd, 3rd, 4th, 6th, 7th, 8th cliff lines and replace it with dirt. Also, avoid the cementblock spam.
+ The bush to the right has some cut-off. Remove the block decoration below it or move the bush.
- Screen #3: No problem with this, beside it looks quite boring. Add some enemies into it!
- Screen #4: Nothing to complaint.

Other than that, this hack look good so far. I like the vegetable name idea for your level. Good luck at making this hack!

1) Thanks!
2) Well, there is a purpose to the cliff. There are a lot of super-koopas, which need to be avoided. Sounds good.
3) There is a Diggin' Chuck in that screen that I killed. :/
4) Okay.

I have a demo that goes with it, why didn't you play the demo? Still, thanks for the criticism!
Hard to add anything that Superwario1999 hasn't said already.
Except maybe, that "I don't like the cliff" is better replaced with: "do something about that cliff"

It creates minor cutoff in the corner of the edge tiles. Draw some additional graphics, that have these few pixels black, to get rif of the cutoff.
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Originally posted by MercuryPenny
3) There is a Diggin' Chuck in that screen that I killed. :/

It is best to take screenshots at the best time rather than after you kill all sprites there.
Originally posted by JackTheSpades
Hard to add anything that Superwario1999 hasn't said already.
Except maybe, that "I don't like the cliff" is better replaced with: "do something about that cliff"

It creates minor cutoff in the corner of the edge tiles. Draw some additional graphics, that have these few pixels black, to get rif of the cutoff.

Okay, I'll fix that, but I can't do that until later today.

Originally posted by Everest
Originally posted by MercuryPenny
3) There is a Diggin' Chuck in that screen that I killed. :/

It is best to take screenshots at the best time rather than after you kill all sprites there.

I realize that mistake, but as I said above, I can't fix it until this evening.


It looks like a tight squeeze to dodge the pokey from under the bricks.



Cutoff at the bottom of the slope.

That's all I can see, I will play the demo soon and possibly test it.

Layout base code by Tahixham
pm me if you want to know what my location stands for.
No of users who have asked me: 3
Okay. I'm not sure how long I should make this hack though, should I go for 4-8 worlds?
Originally posted by MercuryPenny
I'm going to name the worlds after vegetables, if you object, post below

vegetable name make this hack unappetizing, better to name them after fruits!
ask me about my VASTLY SUPERIOR music taste and style~
Originally posted by MercuryPenny
Okay. I'm not sure how long I should make this hack though, should I go for 4-8 worlds?

It depends on you, though. If you have alot of ideas for levels, you could make it 5-7 worlds. If you don't have sufficient ideas for levels, or you have long levels, you could keep it at 2-4 worlds.

Layout base code by Tahixham
pm me if you want to know what my location stands for.
No of users who have asked me: 3
Well, the fist two worlds feel like warm-up levels. I might make the game more than 4 worlds.
Originally posted by MercuryPenny
Well, the fist two worlds feel like warm-up levels. I might make the game more than 4 worlds.


If that is the case, then I would recommend making your hack about 5-7 worlds.

Layout base code by Tahixham
pm me if you want to know what my location stands for.
No of users who have asked me: 3
Okay.

Random trivia: The reason I called it a sundae hack is because it's vanilla with "chocolate syrup" poured over it (I know, it's stupid).
Hi. I've seen this thread and thought I'd take a look on your demo. Then I decided I'd review it.

I got to tell you, your hack needs a bunch of improvement, especially on the level design area. I'm going to post some in-game screenshoots as I get into details.



First things first, the layer 3 on the title screen is a bit too much. When I open the menu some tiles get overflown by it.

When in enter the first level...



Aw, come on, this is the first level, and the first image I have is of a sumo brother throwing fire bolts, a bunch of brick blocks and a pokey which will trap me there if I don't go quick. That's completely unfitting for the situation. The first level should be soft, and the first screen of a level shouldn't be too much overflown like so. Leave the challenges for the rest of the level.

Another issue there: consistency. If I ask you what this level is about, what would you tell me? It has a big variety of enemies, items, level organizations, but it doesn't have a solid gimmick. Everything was put on the level in a sort of random way.

What I recommend is, before you start working on a level, think on what it's going to be about. If you'll base it on an enemy or some sort of ASM hack. Then develop that gimmick gradually as the level goes.

Well, let's go forward.



This area has an incredibly big amount of enemies. If they all showed it would probably be impossible to dodge them. But overflowing a screen with enemies causes slowdown and also causes them to disappear.



If I hit this block from the side, this is my bounce block.



I do not recommend the use of that turning block tile. It... Makes no sense to be there at all. Because a tile exists it doesn't mean you need to use it, y'know.



Yoshi coin in a screen boundary. This happened a lot in your hack. Press F2 and make sure none of them are on the boundary of the horizontal green line, otherwise they can bug pretty easily (they will either cutoff like that or farm you a lot of 1-ups).



Think of the player with yoshi when you design your levels. Speaking of design, this level is just too, well, lazily made (no offense). It's way too short and rather pointless. Why don't you replace it with something different and also bigger?



Little niptick, it doesn't look very good when something blocks your way after you get the goal.



1. This level makes use of the ghost house sprite tileset and lets you access it with yoshi. Not a good combo: use a no yoshi entrance;
2. Just like in the first level (fourth picture), this level has sprite memory issues due to the overflow of sprites. The goal post refuses to show.



Those big spikes affect the way of the line-guided sprites for some reason (also you know they don't work unless they're on layer 2 and controlled by a smasher generator, right?).



Always end your level's contents in the end of a screen, otherwise this will happen.



The events cause some errors in the map. That shell thing beside the door is cutted by its half, and the level I'm standing on doesn't reveal its circle.



Not everyone knows, but the death blocks available on the section will kill you even if you're star Mario (I was actually going to make a version that fixes that stuff). Having a star there can be pretty confusing for the players. You can put a message there telling the muncher will be still harmful.



Yoshi and podoboo don't fit.



Those corners look... Wrong. Also, this chainsaw simply ignores the bottom tile. Don't know why (those line guides are rather annoying anyway).



Those shooters will never shoot anything without the bullet bill shooter sprite. It's sprite C9 (found in the "Special Commands and Generators" field on the add sprites window).



When designing a level with layer 2, always time the positions of the layer 2 when necessary. Everytime I reach this spot, the layer 2 is low, and it made me first think the only way of going through that part was flying. Also, sprite placement on layer 2 can be tricky too: that chuck will simply die on lava if I reach that part while the layer 2 is low.


I stopped in the ghost house, on which I wasn't able to enter. I assume that's the end of the demo.


Most of those are minor bugs, but what I really want to put emphasis to is to what I said about level design on about the beginning of the review. Many of your levels are too much randomly designed; if you base each level in a different idea, then your hack will feel much more organized, professional, and interesting. You can trust me.


It's been a while I don't review a hack with images and stuff, this takes a lot of time and effort, so I hope you will take at least a part of what I pointed out in consideration. And to finish, I wish your good luck with your project! :D
Originally posted by Koopster



1. This level makes use of the ghost house sprite tileset and lets you access it with yoshi. Not a good combo: use a no yoshi entrance;

Pretty sure Sunken Ghost Ship didn't have a no Yoshi intro either. I don't think it matters as long as you don't have a Yoshi egg or a Yoshi block in the level.
Legacy custom music
A site where you can be able to hit that dislike where your dislike will be visible to other people and not have to rely on a browser extension as well as actually watch my SMW hacking content

Okay, I'm an idiot.

A few of these errors I was well aware of, but didn't bother to fix them, either because I thought that they were fine, or because I kept putting it off. But I thought that I fixed the ghost house that you couldn't enter. None of the less, I will fix these errors.

I plan on working on another hack that really doesn't deserve attention, putting this one on hold.

I'll also push the pokey back, and place the sumo bro. somewhere else.

I am aware that the spikes don't work unless they're on layer 2.

The castle DID end there, and nothing else was beyond the wall. Don't know why that happened.

So anyway thanks for your criticism.


i also am not rather fond of these throw block colors. their outline should be black and darker than how they look here.
Currently: Attending college!
This hack reminds me a lot of Vanilla Twist!'s Elements somehow...

If you're interested, here is a custom block, which acts more like a muncher, but still kills instantly. That is, it won't effect you if you have starpower or are on Yoshi.
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... what even am I doing with my life?
In the interest of knowledge, I am temporarily putting this hack on hold to work on and finish a very short hack that I haven't worked in for around 2 weeks. I apologize for the inconvenience.