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Mario's 100s challenge [Demo 3,1!]

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Looks fun! I'll be sure to download the full game!
I hope she made lotsa spaghetti.
See post below for download

Heres newer demo(first world, 19 exits), differences:
-New world-map, now smb3-styled(including exanimation!)
-Added custom sprites
-Minor changes to levels
-And random fixes and changes

If there are any problems, glitches, problems or anything dont be afraid to tell, feedback is always welcome #ab{:)} .
http://www.smwcentral.net/?p=section&a=details&id=11022

Updated version of last demo, details in the link but most importantly it should now work correctly on clean roms(apparently I used bad rom despise it being labelled as [!])..
I figured this would be a much more fitting place then a hack log thing but when moderating your hack I found a few instances for either odd bugs or just plan poor design choices.

First off sometimes your level names don't appear but other times they do, the first couple times I thought I was just seeing things though I have no idea what would cause this.


Don't put coins right over blocks unless you use one of the fixes for them as it causes invisible solid blocks to appear though I only found 2 instances of this and only in this bonus level.


Remove this hole or add a sprite only block so mario can't fall down it as it causes garbled graphics.


At first I thought this was just a gimmick of the Toad house with the flashing flower but it appears to happen in some other levels as well, probably should try and figure that out.


Lastly the could poor design choices I found revolved around the wall jump (which IMO doesn't function as well as it should) but in the yellow switch palaces with the Muncher wall jump section it was near impossible to not take a hit there.

Also in this level where you need the leaf I had to try to get past this for a good 10 minutes or so because the leaf and wall jumping just don't work very well together.


Seeing as I approved the demo I don't see any of this truly rejection worthy but you really should try and fix those issues and possibly not rely on the wall jump so much.


One last suggestion is turning off the music speed up at 99 seconds as the time blocks can push you past 100 seconds cause the music to speed up again.
Originally posted by ninja boy
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I fixed coin and bonus game issues. For flashing flower its issue with HDMA fix patch, I made thread about it but nobody has replied to it yet, and it also has even more annoying glitch with raccoon powerup which causes ALL sprites to go behind layer1 in certain/rare cases so Im thinking of just getting rid of it completely and do something else with toad houses(since without patch flower goes behind layer1..).

Wall jumping selection is 100% possible todo without taking damage with all powerups, but I guess I can try to change it to involve less munchers.

As for that walljumping part, all you need todo is wall jump, hold right, press B twice, do wall-jump.. etc, it takes few seconds to get to the top(and even less if you cheat by flying), its not that hard.

Dunno about level name issue, I need to take closer look to see why it does that(probably just another palette issue that Im not aware of), since already beaten-levels should still show its levels name.
Originally posted by KDeee
As for that walljumping part, all you need todo is wall jump, hold right, press B twice, do wall-jump.. etc, it takes few seconds to get to the top(and even less if you cheat by flying), its not that hard.


The main problem with it is you don't get enough height if you just try to jump back and forth between the walls so you have to flutter at least once and with the wall jump mechanic you're using it doesn't seem like you can catch the same wall you jumped from so if you barely jump off the opposing wall you really get screwed over on time.
Originally posted by ninja boy
Originally posted by KDeee
As for that walljumping part, all you need todo is wall jump, hold right, press B twice, do wall-jump.. etc, it takes few seconds to get to the top(and even less if you cheat by flying), its not that hard.


The main problem with it is you don't get enough height if you just try to jump back and forth between the walls so you have to flutter at least once and with the wall jump mechanic you're using it doesn't seem like you can catch the same wall you jumped from so if you barely jump off the opposing wall you really get screwed over on time.


The whole idea of the area is to teach players that they can use raccoon to make wider wall-jumps(which comes to play on later worlds), guess I'll have to put message box there then #ab{-_-} .
That is ludicrously precise. Isn't that in the first world?
Originally posted by MercuryPenny
That is ludicrously precise. Isn't that in the first world?


Yes thats the point I'm getting at is it's a little too precise for that early on and even though you can do it fine think about common players who may not be so used to the wall jump mechanic as I've had times where I couldn't jump immediately right after touching the wall so I dropped down a bit making the jump rather frivolous.
Agreed - this would be fine somewhere a bit later in the game, but it's too much for the first world.
Its not that precise at all, it might look like so but its really simple and its impossible to mess up unless you keep holding d-pad left when you are wall-jumping to the right and vice versa. One thing that might be not as obvious is that holding down run(Y/X) button while wall-jumping effects the speed of the jump, which is important on wider wall-jumps.

And yes it is first world, but its in optional/secret patch(which are intended to be harder than normal path), and even then its behind two secret exits, and one of them is much harder to find/reach than this part anyway.

Anyway, Im taking few more days off from working on this due being busy IRL, then I'll fix remaining stuff on world1 and then focus 100% on world2.
The main issue is it's hard not to hold left on the d-pad when you jump to the right since you have to hold left against the wall to wall jump in the first place and vise versa.
Well seems like time goes quickly when you dont think about it.

Anyways, I finished fixing world1(I was/'m too lazy to update demo lol), and then moved to world2, mostly polishing levels I already have done for it and fixing random issues elsewhere like adding (copypasting it from my crappy smb1 hack) dropshadow to titlescreens file selection/font/whatever thing and fixing palette on continue screen and other minor things like that.



First level of world2, which is semi-water level. I changed background to better version of YI's waterfall background.


Not that many noticeable changes here or anything to say about this level really, but I did fix the YI block "problem".



This level which includes everyone's favorite things like backtracking for key/keyhole(now with 90% less time!), branching paths, slowass autoscroller part and nippers in most annoying places Kappa Kappa.



This level was inspirited by Ninja Boys option/comments about wall-jumping.
Basically its vertical level with different types of piranha plants, and also wall-jump heavy #w{>=)}.


Semi-transparent level which was included in old demo as extra(IIRC). It has some changes, mostly related to what I like to call key-route.


Castles background now uses layer3 like it did in SMAS:SMB3, and I fixed Pac's version of it to be more accurate to original.


Part of second worlds castle, which is vertical autoscroller (lava is in layer2).

Next demo is out when I finish second world, but at this rate dont expect it anytime soon(depends how many more level I make, along with IRL stuff).
Guess I'll post update since its been while.. again.


For world2, I got one new level done and rebooted castle(original was dumb door maze, I didn't like it so I only kept last part), I'll probably do 1-2 more levels and that should be enough(depending if I have any ideas for them, that is).

For other stuff, I changed layer3 font to smas:smb3 one, changed some parts in some levels in first world(including some changed backgrounds/graphics/whatnot), changed overworld bit to be less boring looking. Also smb3 HUD by Ladida.

I also got some ideas for special-world equivalent and got good progress in it, but I wont be showing that anytime soon(which is also reason why little-to-none progress in world2).

(ignore world number in pictures, some of them arent correct)



Update to last demo

Beta v2.0 -> v2.1 changes:
-Fixed HDMA gradient flickering in some cases(grass 5)
-Fixed tiny cut-off in Grass 5
-Fixed GFX00 dismatch in some levels
-Fixed glitched 3-up graphics
-Fixed Layer3 problems in castle levels(no longer flickers in castle #2, and in castle #1 it doesnt go front of some sprites).
-Fixed A-coin in Underground 2
-Fixed Underground 6's glitchy enemy
-Remade Underground 5's secret area from scratch
-Changes to world-maps border and its palette
-Other random small changes

Awesome! This ROM hack is really fun to play! I will look forward to the finished version!
This is temporary
Progress update #8914145145:

When I was talking with Mirann about this hack I realized how pointless lives are, so I removed them and replaced score with death counter(since I dont care about score, and I doubt anyone else either). I also changed 1-ups to coin mushrooms(they currently give 50-coins, I might lower it, idk) and removed 3-up moons since they have no purpose anymore(I might change it to give 100-coins or something, maybe).




So currently 2-3 levels left in world3, and fixing some random issues until next demo.

Also yes I did fix "deats:" typo, some of screenshots are just bit old:

Progress update #93749174:

I updated some tilesets:



Also for like fifth time I removed bonus stars, and also the "time to score" thing in course clear since its pointless:

I dont know what to do with the bonus stars counter/middle box, since just removing it and centering HUD would be pain in the ass.

And last time I forgot to mention that since theres no lives anymore, level names are on the left side now:

And I also removed coin and score counters in OW too since latter didnt even work correctly and coin counter is pointless to have in the OW.
Progress update xyz:

Kinda boring update since I didnt have that much time to work on this(and laziness when I did), but I remade world1's map since I really didnt like it. I also re-arranged/moved some levels around and made changes to some levels since some appear earlier and some later. Also first world is now called "Grass Islands".



I also removed "Tutorial" level and made better (optional) tutorial level, and for world2 I made some levels bit easier/less tedious. World3 still needs some work, but hopefully soon I get some progress on it.

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