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SMBS beta

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i wanted to experiment and see what i could make with only one tile set, i had over half the levels complete but decided to start over, please check out the ips in my files please leave thoughts and comments!

(i have adjusted level one, use the castle door to exit.
remember these levels were exported from my old hack so levels after 105 may have wierd stuff going on)
sorry about the strecth.

each world will have 1 of each :
grassland dessert beach underwater forest , atheltic mushroom or treetop mountain and castle
http://bin.smwcentral.net/u/25159/smbs3.JPG
This is extremly beta!

yczedit: table stretch begone (if you're going to use print screen to take screenshots, please remember to crop out the blank space from the image)
This hack looks great a remake of the classical mario adventures
Your Layout Are Taking Vacations
I'm not sure about the exact level of completion this hack was at to judge it very well. There's a lot of things broken... Mario's frames are messed up, the first level doesn't have a goal, and from the second level I can see very often some weird sprite that falls off the screen. Not to mention the random cutoffs that can be seen here and there. I'm assuming the overworld wasn't really done either.

I think you actually have some potential with design. Your levels would be a lot more fun only if they had a bit more of action. You have a lot of areas with no enemies at all. On the other hand, the first level has an enormous variety of sprites, which isn't always a good thing either... I know the feel of learning how to insert sprites and all of that, you feel like inserting a gazillion of things and spamming them all over your levels, but it's always good to be consistent when it comes to level themes. Try to use only a few sprites per level; personally I'd say the koopas and snifits would be just fine for a first level, while that fire-shooting machine could do well for a later level. That's just my personal opinion though, you're free to (and it's better that you) be creative.

I found this mix of modern YI samples with 8-bit graphics weird at first, but it looks like a mix that's never been done before. If that's the way you've settled to deal with graphics and music, I say go for it! We're in need for surprising things nowadays.

Other than that, I wish you luck with your new project! :D
It's easily the best thing I've done
So why the empty numb?
I agree koopa tear I did spam a lot of sprites, finally caught on to tile remapping so was testing I had fun with that, and yah I realized I had removed the goal as I think put a one up at the top of the flag pole and you have to enter the castle door to exit. But the block wasn't compatible with btsd. Ill switch to GPS when the smb 2 blocks are converted.

It won't be a strict YI sound track the underground will use it . over worlds will use different. For now I used the flower garden because the global powerful infant is sampled, and will glitch if un sample songs are used. Once I get my hands on a un sampled version ill switch it up

And yah levels aren't nearly complete. I just thought feedback like yours would be the kick I needed to get this thing moving. So I literally through this up..
Thanks for the input I will follow it.

i still need to fine tune the gfx 32 which iam seriously dreading, and the overworld.. eeh. i hope i can find help for some reason i just cant make one look decent.. sigh.
Ips file now has level one fixed and 107 is too, the overworld is well heh.
added some blocks and got switchover to gps after some help from the forums with smb2 blocks.
i appreciate all input!
Its possible you show a video
Your Layout Are Taking Vacations
I play on my wii, I can't embarrass my self with keyboard playing, and have no way to make video. Any one can if they want. I just made a new snow level that ill upload later


a newer ips is up too
The first new screen actually looks pretty nice, but the second one looks extremely plain. There are no enemies present at all (unless you killed them before you took it) and the ground is rather flat, save for those three blocks on the left. Your other screenies look very nice though. :) I think you'll do pretty well with this hack, but you should keep in mind that you want the ground to be as little flat as possible, and as few areas with no enemies possible, otherwise it may get boring. Keep that in mind and I'm sure you'll do great. Good luck! :D
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Just dropping in to say that I approve of the visual style of this hack!
I love how the custom ui looks juxtaposed on top of the old nes graphics. Reminds me of nes remix type stuff. Keep up the good work!
Thanks, I added in a function raccoon powerup, though I haven't uploaded it yet.
I actually hadn't finished the snow level, but I have tonight. I also put in real ice blocks. i still need to make a bg.I won't be uploading until tomorrow. Thanks for the kind words all.

ive added the new ips file, the snow level is mostly done needs tweak and a bg, i ve started the mountain level, but i wont be finished today. :(
hi all, fixed the raccoon mario so it actually acts and sounds like it, fixed some levels and made a somewhat of an overworld.

i really need beta testers and i need help getting my gfx32 straigten up.
check out the new patch in my files thanks.


***' I was talking to guy about 8 bit music in ICRC please contact me lost your name ,
This hack is the process of moving to sa1 before it continues, the conversion is about 1/2 done
Suika Ibuki - 25107
Originally posted by zacmario
This hack is the process of moving to sa1 before it continues, the conversion is about 1/2 done

Nice but please, don't use SA-1 in a wrong way (AKA Terrible Sprite SPAM), SA-1 is amazing but when used correctly, that's all i have to say
EDIT: fixed phone grammar
#unbanMB980
I don't. Want to spam sprites, however in levels with digging it gets a little slow, iam trying fast ram too,it looks like blocks need to be converted back to btsd err
I made some more levels, that I might release anyway.

well the sa1 version isnt ready but i updated the ips file.

made some minor changes to title screen overworld, few new levels, partly un complete. the over world if you off the screen press right twice then up to get to clould levels, forgot to fix before up loaded :/
see if you can find the hidden super leaf in 1-1 also every level will contain one of these have fun!



the ips is in my files
comments questions are welcome
new ips file loaded to my files.
several new levels, and undergrounds added to others.
snow level has animated snow and tree level now has "bad weather areas." still needs a proper wind noise though :(

Suika Ibuki - 25107
I had lots of fun playing though your hack, not only because i'm kinda ASM addict but it have a unique gameplay, level design seems to be enjoyable but my problem with your hack are Misc.graphic issues too a few ASM problems, but i think you PROBABLY already know about then so i will just ignore then for now.
At least on the levels that i'm sure that are finished i had lots of fun,he Sand catching level seems to be pretty unfair with those Hammer Bros, maybe it's only me but meh.
Other than that i really love this hack, everything fits very well, good to see that you aren't having problems with 8-Bitish music anymore so i don't need talk about it anymore to you.
I wish you good luck with this project and hope to see a demo or a finished version of it on the Hack's section~
#unbanMB980
Before I begin please don't take this as being rude. I'm only trying to help you out here so you can make a better hack. But it seems whenever you tell certain users about what they can improve on, they take it offensively and curse you out. Now I'm saying that's you at all, but I really don't want to hurt your feelings lol.

Anyways it feels like you didn't really read what MrDeePay, Everest, Myself, Domiok and Wakana had to say about your first demo here. It seems like you removed some levels from that demo, but the core gameplay is still there and it hasn't really been improved on.

Now I know you're trying to create an NES style of hack, and that's fine, but please stick to their guidelines. There were parts in your IPS were I had no idea that certain mushrooms had different affects. Such as the ones that you could fall through by pushing down. Also why do Koopa Troopas turn into Bob-Ombs? No one is going to think that when they first play your hack. They're most likely going to try and stomp on it and then grab their shell, which obviously they can't do that. It just leads to unfair damage. Specifically death, because you encounter a Koopa early on in the first level, before any power-up is given to you. Also you seem to like hiding invisible walls and passageways to get through the level. Once again that gimmick is fine, but you need to give at least a small inclination that there is a secret passageway hidden. Just like in NSMB, it featured walls that were slightly indented so it would tell you something is there, without actually telling you via a message.

Now like I said earlier, I understand that you want to make an NES style of hack. Usually NES games were much more challenging than SNES games and beyond. However NES games had a special way of telling you how the level works. Usually by making you do a certain task in a safe area to familiarize yourself with the level, then as the level goes on it continues to be more and more challenging. However the NES had its limits, and it feels like you're going above and beyond the limits of a hard but fair NES game.

Level design choices NEED to be changed. For reference I have a few pictures to better understand what I mean.


NEVER make the BG the exact same as the FG. It disorientates the player into thinking that there are solid platforms ahead when there really isn't.


As mentioned earlier, if you want to duck under the Beezo you'll just drop through the mushroom. No player would know that unless they tried pushing down on the mushrooms themselves or accidentally ground-pounded onto the mushroom. Which once again, wasn't mentioned at all in the hack.


This is both a glitch and a level placement error. I managed to jump at a weird angle and go through the goal tape but trigger the level end animation. The result caused Mario to walk backwards and then teleport out of the level.


As mentioned earlier as well, no one is going to know about this passageway unless they jump at the wall.

There were a lot of exanimation glitches on the bushes and bad palette errors on a lot of the random blocks throughout the hack. During the first level if you jump on the goal tape at the top, Mario will be pushed up one tile and into the sand where he freaks out and the level ends. Mario seemed to have a lot of tilemap issues as shown here:



Mario still has a bit of his old running GFX there. To remove it, edit it out in GFX00. (Its either 00 or 01, but I'm pretty sure its 00)
Also like I said in the review for your previous demo, make sure you cant see blank areas in the level. Whether it be on the roof or on the sides. In your first level, if you go all the way to the right you'll be able to see the level cutoff. In the underground level you can see the blank area above the ceiling. Maybe you were trying to go for a NES style of approach? It doesn't look good on SNES standards since the camera follows Mario around, and you can view more of the blank area by jumping.

Look, I know you're very proud of this hack. Any hacker should be proud of their hack, but to make your hack appealing to other players certain things must be taken into account. Fixing just the errors I pointed out alone will make it better for players. Don't get me wrong, this hack if FAR FAR better than some of the other hacks I've played. You did a lot of things right by adding 8-bit music, and adding things that you would only see in the original Mario games. I really looking forward to what you have in store.

Send me a PM! | Click for my hack! March 25 2015 Update is here! | SteamID | Layout made by JackTheSpades
Suika Ibuki - 25107
PS: It's just what i think, i'm not sure if zacmario already know the problems you said, so, it's still worth pointing out i guess

Those graphical issues as i said PROBABLY is because it's a beta test version.
zacmario is still converting some things and etc so i only focused on gameplay and on the 2 finished levels.
as all the others seems to be unfinished stuff. same for the OW.

Level design isn't that bad imo, like it isn't perfect but not is bad, imo people take level design like if it must be perfect EVERY time, but isn't it at all for me.THE THING HAS BEEN SAID
#unbanMB980
I appreciate the input guys, if I spend time on this I want others to enjoy it. So criticism is a good thing, ill admit the gfx 32 is a nightmare. Now also I had used a hack that added Mario's feet and hands, somewhere else as extended gfx. Iam not sure where it is. I can try repeat hint that patch iam afraid it will few right over the free ram that it made for others though.
I had planned on making a training level to show different things . I was going to wait, however maybe sooner is better.
Ill use your posts as a checklist. Thanks for advice

Oh the koopa are supposed to resemble the ones from sml 1 that turn into a bomb

You are also correct that I didn't read what you and others had to say, I just noticed that rejection thread, thanks for pointing it out.
Oh now I understand why the Koopas blow up. The only problem with that is the graphics for when it explodes are messed up if you don't use the correct GFX file.

Also I'm happy to hear that you're going to improve your hack. I'm really looking forward to your next IPS.

Send me a PM! | Click for my hack! March 25 2015 Update is here! | SteamID | Layout made by JackTheSpades
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