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Super Mario Logic Beta Test
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2015 - Super Mario Logic Beta Test
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I would first like to give a big thank you to everyone who has been helping me and cheering me along while I've been painstakingly creating my rom hack Super Mario Logic.

Without your support and help the game wouldn't be where it is today.

Speaking of today, today I have a very special gift that I'm presenting to the community. I am presenting my game in its incomplete form as a beta version an order to gain feedback on it from the community.

So I am giving everyone here the opportunity to beta test the game even though it isn't finished yet.

By beta testing the game and giving your valuable feedback it allows me to fix unwanted problems and errors with the game. It also allows me to make improvements on the game too by listening to your feedback.

Please note if you don't want any of the game to be spoiled and would like to play the game fresh in its 100% completed form then please don't download the ips patch and simply just wait for the final game.


What I'm looking for in the beta test:

- What parts of the game did you like and/or didn't like?

- Are there any problems that you can find with the game?

- How could the game be improved?

- Overall what are your impressions of the game?


Requests:

- Please do not upload the beta to other sites

- Please do not share the game with other people passing it off as a completed game

- Please do not make any lets play videos and upload them to any video sites


Again the purpose of the beta test is to gain feedback from the community. I selected the category of Demo simply because it seemed as if it was the closest choice that fit, I will not be submitting this incomplete version of the game to this site as a demo.

I actually want to finish the game before my next semester of school starts sometime in August this year. I will have the second part of the summer off so I will be able to devote myself to finishing up the game (at least this is the goal). So it seems only fitting that I do the beta test now.


Now without further ado, here is the patch.

Super Mario Logic Beta

http://bin.smwcentral.net/u/22015/Super%2BMario%2BLogic%2BBeta.ips


As you will notice, only the levels have been edited. I will eventually do the title screen and credits screen and even a few story screens. But the large majority of the game, the meat and potatoes so to speak will be the levels and so that is what is presented in the beta. Also the last 20 or so levels I'm still working on so the game is kind of unfinished in the end.

Another important thing to notice is that this download will only be available during the C3 3 day fest. So if you are wanting to beta test the game you only have during C3 to download it. Once C3 is over I will delete the file from my bin. So only those lucky enough to check out C3 will have a chance of beta testing out the game. Of course feedback can come in long after C3 so the beta testing doesn't have to only be limited to 3 days, but only the download link will last for 3 days.

As for feedback, you can post feedback here in this thread, however due to C3 being over in just a few days you can also post feedback to my SML works in progress thread. In fact once C3 is over please post any feedback directly to my wip page on my game. :)

There are also many things left that I need help with. So if you see me asking lots of questions in the help threads they will all pretty much pertain to my hack. So if you want to see the hack finished and you see me stuck on something then please help out if you can. Every little bit helps.

I hope that I've brought something a little new onto the table in terms of hacks. My hack isn't really a traditional style hack and I hope that even though my hack is pretty much vanilla that I still made something unique.

I also tried to make a game that is fair to the player. Some puzzles are a little tricky, but all of them are 100% doable. There are though a few puzzles which might have been slightly unfair, but they were pretty much unavoidable. For the most part though, the game aims to be fair to the player. No tools or special tricks are necessary. I myself can beat every puzzle on the original hardware.

In closing, I would like to thank everyone again who has helped me during this project and who has been following my progress. I actually grew up playing my SNES when I was young and its always been a dream of mine to make my own SNES game. So this project represents a dream soon to become true.

Thanks again and best wishes on the beta testing!

[edit]

Already found one error that I made. One the fish jumping up out of the water I forgot to turn sprite buoyancy off. Its still beatable though.

Puzzle games are always fun, though it would be nice to get some screen shots.
Layout by LDA during C3.
This game is pretty freaking good.

At first, it was rather unimpressive, but it quickly turned into an interesting and tricky challenge. Some of the later levels are incredibly well though out. The way you made use of underrated elements like berries, star blocks, or ice physics somehow reminded me a lot of worldpeace's levels.
The difficulty curve is kind of wonky, though. I found myself getting stuck on a level for like ten minutes on several occasions - and the levels that followed were always way easier in comparison. That might be intentional, but still, it felt kinda off.
The graphics are almost completely vanilla and I like it that way. However, I dislike the cement block spam in some levels. I'm sure you could come up with a more elegant solution than that.
As for bugs, I found two mayor ones: firstly, these goal blocks are kind of wierd. Apparently, they can trigger the goal event over and over again. This isn't that much of a problem ...for the most part.
Secondly, I got stuck on this level because I couldn't stun the green shell while it was inside the cement block structure. I don't know whether or not this is normal - either way, I couldn't playtest any further than that. Sorry :/

Overall, this was great fun. I went "oh, that's so clever" over and over during my playthrough. Give it a shot, everyone!



and yeah you might want to add screenshots
What Lazy said is true, the difficulty curve isn't very good.
I have feedback, but before that, I want to finish the hack, but I'm stuck. Any help on these levels?

e: Now I'm stuck here:

Hey! Played this game (not fully yet) and I'm enjoying it quite a lot so far. (I got further than these two guys above though)

I just wanna mention a break I discovered, that works for two levels, although I am not sure if it is actually easier than doing the levels regularly. In the two coin snake levels I encountered so far, where you had to draw a path and then press the p-switch to collect as most coins as possible, you can just press the p-switch before activating the block, then wait. Shortly before the p-switch is over you can press the block and collect the coin. Then you let the coin snake go around and jump up as soon as the p-switch is over. The paths don't have any meaning anymore then, because I can just let the coin snake go around and collect the coins, until it's over. I am not sure if you've taken that into consideration yet or not.
I will try and respond to each of you.

Originally posted by Bowser
Puzzle games are always fun, though it would be nice to get some screen shots.


A screen shot of every level can be found in my wip thread ;)


Originally posted by Lazy
This game is pretty freaking good.


Thanks! Around 4 years or so went into designing the thing.

Quote

The difficulty curve is kind of wonky, though. I found myself getting stuck on a level for like ten minutes on several occasions - and the levels that followed were always way easier in comparison. That might be intentional, but still, it felt kinda off.


Any suggestions on which levels felt out of place or too difficult? I also tried to place an easy level after a hard one at time to give the player a break.

Quote

The graphics are almost completely vanilla and I like it that way. However, I dislike the cement block spam in some levels. I'm sure you could come up with a more elegant solution than that.


The game isn't 100% finished yet and I will see what I can do to find more boarders other than regular cement blocks.


Quote
As for bugs, I found two mayor ones: firstly, these goal blocks are kind of wierd. Apparently, they can trigger the goal event over and over again. This isn't that much of a problem ...for the most part.


That end level block is only temporary. I want to use the goal sphere, but the graphics of it share that of rip van fish so I need to figure out how to remap this. All levels which have those types of ending level blocks will eventually be replaced with goal sphere. That's the plan!

Quote
Secondly, I got stuck on this level because I couldn't stun the green shell while it was inside the cement block structure. I don't know whether or not this is normal - either way, I couldn't playtest any further than that. Sorry :/


Spoiler!
Yoshi can spit out shells two different ways. You need to spit out the green shell with the down and spit yoshi command. This makes the green shell pop-able with the yellow shell thus allowing you to get the coin in the block.


Originally posted by S.R.H.
What Lazy said is true, the difficulty curve isn't very good.
I have feedback, but before that, I want to finish the hack, but I'm stuck. Any help on these levels?



Spoiler!

In the first image. You get the cape and stand in-between the two coin blocks while using the ghost block as a step. You spin your cape at the coin blocks to get the 97 coins required.


For the second one.

There is an invisible mushroom somewhere. Get that and then get the block at the top. You will get a fire flower. This fire flower allows you to turn the little koopa into a coin.



Originally posted by Erik557
e: Now I'm stuck here:



Hit the P switch on the right side and get the coins from the blocks one the right first. Then get the coin in the top middle then get the remaining coins on the left. You could also do it starting on the left first then right. You have to time the p switch just right to allow enough time to get those coin blocks before the spikes come down and put you out.


Originally posted by Nao
Hey! Played this game (not fully yet) and I'm enjoying it quite a lot so far. (I got further than these two guys above though)

I just wanna mention a break I discovered,


I might need more info on this to understand what your saying.
Originally posted by Final Theory
In the first image. You get the cape and stand in-between the two coin blocks while using the ghost block as a step. You spin your cape at the coin blocks to get the 97 coins required.
I tried that many times, but it didn't work. Hmm. I had to pass it with glitches.
Also, thanks.
Just finished. Overall, not bad for a demo. However, as always, there are some things that should be fixed.

-invisible coin/note blocks should be marked (simple map16 edit)

-certain levels are laughably easy, for example this one.

-Cement block spam, but you said you'd fix that so it's not a big deal.

-I saw three versions of this, which seems a bit much.

-Whoops.

-After a certain point, there are no more coin barriers protecting the goal, resulting in many breaks, but these are likely just unfinished.

In general, It's hard to make good puzzle levels (trust me, I know), but you managed to do pretty well. Keep it up!

--------------------
Want to see my Super Mario Timeline?
Okay, finished it. It was very nice overall, but can be better if you fix these:

List of things you should fix

- Some levels have castle/ghost house entrances even though they're not castles/ghost houses.
- Some ideas are used again and again, and it becomes less fun each time. I think you should replace them with new levels.
- The difficulty curve is extremely wonky.
- When you touch the midway point and restart, it will send you to the next level.
- Some sprites don't fade in because they use palette row 8. To fix this, you can use STEAR and change their palette row.
- Sprite tile issues. You can use No More Sprite Tile Limits to fix this.
- Not sure if it was intentional, but this level has 37 coins.
- You can break this level if you get the second (from left) mushroom on top of the cement block.
- You can die while finishing this level.
- Fishes can swim through walls.
- In this level, the circle is a bit messed up. To fix this, you may try changing its position.
- This star is useless.
- This level is extremely easy. To make it harder, I suggest that you put multiple flying question blocks that don't go off screen.
- You don't need to get the coins to touch the teleport block.
- This looks very ugly.
- The pipes' colors don't match the sprite.
- This level is extremely hard. I think you should put this level near the end.
Originally posted by Final Theory
Yoshi can spit out shells two different ways. You need to spit out the green shell with the down and spit yoshi command. This makes the green shell pop-able with the yellow shell thus allowing you to get the coin in the block.

RRRRRR how did I not realize that
Unfortunately, I already deleted my .srm file, so...

Originally posted by Final Theory
Any suggestions on which levels felt out of place or too difficult? I also tried to place an easy level after a hard one at time to give the player a break.

(i'm just gonna link to the images from your handy level table)
1: The level itself isn't hard at all, but I kept falling to my death after touching the goal sphere. This is an easy fix; just make the level vertical (level mode 0A).
2: I struggled with this one. It's a decent level, but it's bit too tricky for World 3. I suggest you swap this one with an easier World 7 level.
3: This one requires extreme precision. Move the coin block up by one or two.
4: I spent some time trying to figure out this one. It's a nice puzzle, but I'd say it's more suited for World 9 or so.
5: Same as number 4.
6: Due to the unpredictable nature of the ghost generator, this level was an exercise in frustration. Lower the amount of coins or replace the generator with something else.
7: Again, extreme precision is required. I suggest you give the player some leeway by lowering the coin requirement by one.
(that's as far as I got)

Originally posted by natnew
I saw three versions of this, which seems a bit much.

This. Having to do this three times (apparently four times, even) is frustrating as all hell. Not to mention the coin snake is rather hard to control. It's fine if you use this gimmick once, but that's about it.
I don't understand this one:

Video walkthrough for Erik557 (Do not watch if you don't want spoilers!)
lel am i that stupid sometimes.

i had to abuse a glitch to pass that

btw where do the hack ends?
posting in place of Leod

Originally posted by Leod
the underwater level with the rip van fish has a glitchy goal block, mario keeps touching it and it keeps reactivating causing a neverending score animation
Is there a guide for all the levels? That would be very helpful!
I would make a walkthrough of it but seems like Final Theory doesn't want it. Maybe when it is finished...
Really simple hack, as it likes to abuse your thinking to solve the puzzles. However, what I found weird is the difficulty curve; the first levels begin easy, hard to the point of requiring precision and suddenly they become easy again and only very few levels aren't actually puzzles, like the one that has the P-balloon. I haven't checked your thread in the WIP forum as often, but you shouldn't introduce sprites that way for such a hack.

What purpose does the baby Yoshi serve here when I could just get the cape and fly to the goal, and was that intended? And I agree, having to face the same level three times in a row is really boring.

Overall, I'm surprised you dedicated so much effort to this hack; that's sheer determination. I can say that some of these puzzles were pretty clever, but you must fix the issues we pointed out. Can't wait to see it finished someday!

--------------------
YouTube
Originally posted by Katerpie
What purpose does the baby Yoshi serve here when I could just get the cape and fly to the goal, and was that intended?
Talking about breaks, I believe you should hire some kaizo testers. I know that this is not a kaizo hack, but they are the most fitting testers for your hack because they know many ways to break puzzles.
Actually yes I have thought of this situation, but didnt really know if it were possible.

I put those cement blocks on the ceiling for this reason. So that the typical player couldn't fly upwards with the cape to get the goal.

I know that you can do lots of crazy stuff with the cape but can you really get through this level without baby yoshi and just use the cape.

I made it so that you have to feed baby yoshi the flower and then jump off yoshi to get the goal.

So yeah, can you preform this trick on real hardware without baby yoshi?

I will also get back with the other responses too later today.
Pages: « 1 2 »
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2015 - Super Mario Logic Beta Test

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