Language…
13 users online: ASSATAKKU, Blizzard Buffalo, CarlMitchell60, danthaman4671, Darknubs, GeneSu730, HammerBrother, HamOfJustice, hoot_64, Humpty Dumpty Magazine, Israelcv12cv, OhMuramatsu, TCgamerboy2002 - Guests: 125 - Bots: 189
Users: 57,922 (2,481 active)
Latest user: tommybob88

Updates to my SMW Hack...

Standard

Here's a preview video to show you guys what my girlfriend and I have been working on...

Video on Youtube

IPS for play testing (Updated 2.23.2015)

Please tell me what you think. Any feedback would be appreciated!














Originally posted by OpinionatedDrone
Please Note:



THE OVERWORLD is hasnt been touched other than to lay out the levels we are working on or have "finished" and all events have been removed. Paths to each level are invisible but shouldn't be difficult to navigate.

YOSHI'S HOUSE is on the map 3 times, they are placeholders for levels that have not yet been started.

RED SWITCH PALACE is on the map twice, they are assigned to levels 4 and 6 which are currently under development. Feel free to play these levels and give your feedback but realize they are not intended to be playable at this point and you may have to kill yourself to exit.
It doesn't seem that bad, pretty good if you haven't been SMW for long. The palette edits aren't too bad, but really all I see wrong with it is you guys should add some decorations if possible (mainly the grassland areas).
I love it! Your level design is really good, and your palette edits are lovely. Especially the first cave one, it is very interesting. I'm also surprised how you made the underwater level fun, most underwater levels are boring, but your maze-ish one looks really fun. Great job.
My favorite levels were the last three. You guys got potential.
Thanks guys! We really appreciate all of the positive feedback. We like to know what we are doing right. Any ideas on how we could improve?

I will be uploading an ips for play testing later today if you guys are interested.
Interesting how you mix vanilla design with different gimmicks. Looks quite much like SMW, but it does have different ideas than the original. I liked some of your level, especially the cave, the pipe level gimmick. The only thing I disliked was the start of the castle. I see a spike above the player and it may be a bit cheap at the start . Some people couldn't notice fast enough, I suggest moving it a bit to the right to prevent tricks like this.

Overall it's pretty good.
Here is my latest update available for playtesting. OpinionatedDroneSMW1.22.2015.ips

Please Note:

THE OVERWORLD is hasnt been touched other than to lay out the levels we are working on or have "finished" and all events have been removed. Paths to each level are invisible but shouldn't be difficult to navigate.

YOSHI'S HOUSE is on the map 3 times, they are placeholders for levels that have not yet been started.

RED SWITCH PALACE is on the map twice, they are assigned to levels 4 and 6 which are currently under development. Feel free to play these levels and give your feedback but realize they are not intended to be playable at this point and you may have to kill yourself to exit.
I haven't played it yet but I watched the video. Here's my notes and observations:

First - simple yet interesting, not too long or challenging, everything a first or early game level should be.

Underground Lake - I'm not a fan of underwater levels in general but this seemed pretty fun. At 2:24 in the video one of the urchins goes through the wall, you'll probably want to fix that if you haven't already.

pipetopia - seems a little short but I suppose it would take a lot longer for someone who didn't know exactly where to go. Nice level design though.

mirror, mirror - not a fan of this one just seemed like a generic ghost house puzzle.

first castle - I love a good castle level and that's just what this was. Could stand to be a little longer in my opinion, but its probably ok for a first castle.

Marios Adventure in the Dreamworld - My first hack.


Still looking for play-testers if anyone's interested...

Also, w have made a new level since starting this thread, here are some screenshots and a video.

Video on Youtube

You are doing good. The best levels are "First", Chuckin' Cave, and the First Castle. Those levels are beautiful simplicity!
i have made moderate video
http://www.twitch.tv/woutersmits/b/632657587
just listen
Woutersmits-

Thank you for your playtest. Please realize that the two levels marked with a Red Switch Place on the overworld are NOT finished.

It is very difficult to watch the video you have made, as it only shows a small portion of the screen and is out of sync with the audio. Also, there is a lot of distracting background audio in your video. I appreciate your effort, but without being able to see what you are talking about when you say things like "you need to fix this" I don't know what you mean. Please write out what you think needs to be improved.
This hack isn't too bad. It's got a fair share of problems though:

1) It lacks enemies quite a bit. I find myself going right with little to no obstacles in the way of me - "First" (granted, it's the first level, but it could use something more in the bridge section with the fish) and "Pipetopia" were the worst offenders. Your landscapes are great - make use of them to create interesting setups with enemies.
2) Sprite memory errors. The only two that really stood out to me was some disappearing sprites in "Line Guided" and some minor problems in...I think Underground Lake? But keep in mind that sprite memory can cause disappearing and sprites, and usually you'll want 00 (Only a couple exceptions exist, such as the Lakitu and Big Boo, but those shouldn't give you much trouble yet).
3) Confusion. I was left wondering "what am I supposed to do" or "where am I supposed to go" a few times - mostly in Underground Lake, "Mirror, Mirror" and Pipetopia. A few clues by way of design - coins, maybe - could definitely help delude this aspect a bit.

Other than that, I liked how many secrets were hidden here and there and your landscaping lends itself to a promising design aspect. Hope you work on everything I mentioned above!
MercuryPenny-

Thank you for playtesting and providing some valuable feedback!

We are implementing some changes based on your suggestions. Any changes to Mirror, Mirror are going to take extra time just due to our attempts at exactly mirroring each room, and devising ways to provide clues without making things overly obvious.

Line Guided is a scrapped project for now, but may be picked up again in the future. I am confused about the sprite memory errors, but as far as I can tell, both Line Guided and Underground Lake have the Sprite memory set to 00. I know there were a few issues with some of the Urchins in Underground Lake, hopefully they have been corrected (though we have yet to properly test)

We are trying to resolve the confusion issue with coins and layout modifications, though we are trying to avoid "coin-spamming"

Standard