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Mario vs. Bowser and Mighty No. 9 MKII (Read the first post, thank you)
Forum Index - SMW Hacking - Full Hack Releases - Mario vs. Bowser and Mighty No. 9 MKII (Read the first post, thank you)
Pages: « 1 2 3 4 5 » Link
hello, Roberto zampari. the reason why i haven't been testing this hack is because i am very busy these days, and i apologize for that. i'll try to test this out soon, as soon as world 7 (like you claim) is finished.

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Currently: Starting college!
The latest screenshots do seem pretty interesting. However, please think about the difficulty when designing levels or you will end up with unfair segments as I can see a possibility of that in some of your recent screenshots.
This is one of the stranger hacks I've seen.
Just some questions:

1)I IMPROVED THE LEVEL DESIGN IN THESE LEVELS?

HALIMEDE CAVES 1st
ICE KING 1st

2)MY HACK IS WEIRD?


I used the bumpty from japanese stuff, not for ROMI.


The same for ptooies.


Hello Ice Bro.


Penguins, penguins everywhere


The Ice King Crystal King

HERE'S THE BASE ROM AND HAVE A NICE DAY

Edit: Halimede plateau 2nd was replaced
Double-post? Oh, my...
For sake of god, i don't bump this thread...

Moar screenshots:


Fire chomp in a volcano level


Small bully


Jump + Slopes + Spiked Wood = Difficult


Fire Bro Giant


There's no powerup in these ? blocks


Making it more difficult.


These Fire Containers are the same thing from Ice Blocks.


If you collect the 4 yoshi coins...


...you can reach to the secret exit.


Those things from SMWYeah!!!


Classic Fireballs


Grinders


Gramatical correction?


Yoshi's Island 6-8 reference.


Again, Gramatical correction?


Gramatical correction?

HERE'S THE NEW BASE DEMO ROM
What is Background of first screenshots?

On to a real review (like you've querried me to give) the level design seems empty for the most part, and flat judging from the screen shots you've provided, but the sprites chosen fit the theme fairly well.

Those yellow/black blocks on the 7th screenshot look horrible with this tileset. I would suggest editing them to fit in atleast a little more or remove them all together.

On the ghost house level screenshots (I think that is what it is), give those fire blocks an outline, they look out of place.

The palette for the YI castle like level is actually pretty good, nice job on that.

Other than those things I pointed out, there isn't much more I can say to help, other than this small thing called "requested grammatical correction".

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"The Red Ball n'Chain is faster than the Grey variant. Be careful."

---

"-WARNING-

Bowser Jr can summon lightning with his remote control."

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"If you touch the strange creature below, you lose a life."
"The Fire containers work like ice blocks."

---

"This maze can get very confusing. Do not get lost."

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Your layout has been removed.
Wow! What fantastic! The level 6-8 "Bowser's Castle" is the theme SMW2 Yoshi's Island! Can't wait this complete hack!
BASE ROM WITH CUSTOM MUSICS!! OH YEAH!!



WARNING!!INTRO OF MY HACK!!



CALL FROM MIGHTY NO. 9
I JUST MADE A SMALL EDIT

What think about this?
It looks OK. Nothing much to say, honestly.
If you don't mind, I'll give you grammatical corrections.


"Today it's a normal day for Mario, until suddenly..."


"Parakarry appears and gives a letter to Mario that Princess Peach sent him."


"Dear Mario, please come to the castle. I've made a party just for you!
Yours truly, Princess Peach."


"Let's go!"

I must ask, though; why is your text always completely capitalized in cutscenes?
What HOTL said. Also since you've been PMing me, I've been playing it. Up to level three now.

Your overuse of the NSMB overworld theme so far is a little annoying and repetitive. You should vary the music a little. All of your messages so far have lacked punctuation, so "You saved a yoshi" and "Whenever that you complete a level or exit it, yoshi will disappear" should be "You saved a Yoshi!" and "Whenever you complete a level, Yoshi will disappear.".

I'll let you know what I think as I play.
I have just played this and while there are some good things, I think overall it is generally repetitive in some areas. Vary the level design and even the music a bit more as it will create a better flow in the levels.

Also fix the mistakes HackerOfTheLegend posted.
Quote

I used the bumpty from japanese stuff, not for ROMI.


The same for ptooies.

Great sprites! Can you send those to me?
Okay, everyone saw THE NINTENDO DIRECT ABOUT THE SMASH BROS 4 AND MEGAMAN FINAL SMASH, this is na impressive suprise.
Speaking of Megaman, look this:


This is a puzzle that i made, the player must hit the correct order of seven Megamen. The answer lies in Inafune Tower 3. For sake of god, i don't clashed, just a portrait.

8-1: TITAN WELCOME:


The Koopa Elites are back.


The turn block bridges


Conveyor + Koopa Elites = Hard


The crusher part

8-2: FIRE BRAMBLES:


Ride on the cloud...



...and avoid the obstacles


The level design is okay?

8-3: LIGHT GIMMICKS:


Disco-like lamp


Flashlight effect


Darkness effect


P-Switch light effect

8-4: The F Gimmicks:


Gramatical correction?


I think that Dry Bones or other enemies can't fit with the level.


Anti-coins


Spinia from PM:TTYD


The Megaman part


Darumas in spiked zones


This is a virtual reality?

HERE'S THE BASE ROM AND HAVE A NICE DAY
cool

Your style is unique to say the least. The graphic clashes are unbearable though; however, there's not much a non-graphic hacker can do about it. Titan Crasher looks like an okay level, but there are FAR too many gimmicks going on here. Layer 3 smasher, brambles; I'd say for your best interest and the sake of continuity, seperate the gimmicks. It's also usually best to stick within a specific graphic style in a level instead of totally switching out. I can understand a change in environment (Outside -> Inside / Grassland -> Cave) but no need to change from one set of castle graphics to another in the same level.
Because you asked me to post this so you don't forget it:
This armored enemy is invulnerable, even spin jumps and cape spins are useless.
The only way to defeat it is by throwing 5 fireballs at it.


Also get rid of the "of" in "The puzzle after of 2 sections", although I'm not entirely sure what you mean by this.

That Megaman puzzle looks alright, I very rarely see those combination locks used at all.


Also, this sections looks REALLY tedious:

If I were you, I'd get rid of this narrow precision path, it doesn't look that fun to play.

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Your layout has been removed.
THE NEW TITLE SCREEN OF MY HACK:


Better than before...

New Stage: Mighty Madness
The place is a virtual reality...




What think about this?
Looks good, but there's something about that background that doesn't go well with the beach (image 5)
Hey Roberto where I can find the bumpty and ptooie sprites?
MY HACK IS RELEASED

Please mods, move the hack thread to the full releases.
I've played this hack and to be honest, I didn't really found it enjoyable. Mainly it is because you focus more on the visuals rather than the actual design of the level and a few/most levels contain annoying gimmicks, most of them rare Japanese sprites and blocks. So in general, you should improve on your designing skills. The hack's aesthetics were nice, but in most/a few parts overused.
Pages: « 1 2 3 4 5 » Link
Forum Index - SMW Hacking - Full Hack Releases - Mario vs. Bowser and Mighty No. 9 MKII (Read the first post, thank you)

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