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Return Mario World Luner Editon Demo 3 by toad64

First hack removal log in 3 and a half years.. v(^^)v

File Name: Return Mario World Luner Editon Demo 3
Submitted: 2016-07-15 04:42:05 AM by toad64
Obsoletes: Return Mario World Luner Editon Demo 2
Authors: toad64
Demo: Yes
Featured: No
Length: 11 exit(s)
Difficulty: Normal
Description: World 2 Is Full Done. The Game Exit Is 1+10 = 11 Exit And the Hack More New Sprites.

>>IPS Link<<

Reasons for removal:

I am sorry, but this hack (or I guess this version) needs a lot of work to be accepted.

I would say the major reason for the removal is poor palette choice. The above are what I think should really be fixed. The title screen (very first screenshot), for example, has text with palettes that do not blend in well with the rest of the objects. Try a different set of colors that look more natural. Also, I think you overlooked this, but the "64" (The number in your name) is sticking out when the title screen menu is displayed.

Yeah, as you can see above, the fire flower and all of the toads (especially the one in the right) have palettes that just do not look right. By the way, the two info boxes in toad town (the left screenshot) contain the exact same message. I'm not sure if this was intended but I think just one would be enough unless there is any special meaning to it.

The overworld also needs to be fixed too. There are so many cutoffs (ones circled in red) that just make the landscapes look overall strange. The first world (submap) also contained some minor cutoffs I think would be important to fix. Check it here.
Not really a big deal, but most of the level tiles are already revealed despite them not being accessible yet. I'm not sure if it was intended, but you might want to learn how to make level tiles appear after beating a level in case you never knew how and that's what you actually wanted.

Also the level circled in blue (or purple, whatever) is nothing but Donut Plains Secret 1 with a slightly brighter BG (?) and the "Boss defeated" music played as background music. Please be advised that levels must be completely original.

The hammer bros in this screen can get up above the ceiling. Might want to lift the ceiling a bit higher there or make it concave shaped to avoid this kind of problem.

This donut block cannot even be jumped on properly. Mario will just fall through the block as the jump button is pressed, and this makes one of the Yoshi coins (located up in the top half of the level later on) extremely hard to obtain without a cape.
Also, the row of cement blocks placed right below the Yoshi coin in the right screenshot is on the bottom most row of the level, and this, although appears fine in Lunar Magic, is barely visible in game. Placing objects in this row is not a good idea for this reason. Lastly, this Yoshi coin is almost impossible to get without a cape (unless there is a proper way to get that I failed to find out).

This castle has quite a bit of issues too. If the player chooses to take the upper path, Mario will eventually end up with the great munchers of death just as shown in the above screenshot. It's always not a great idea to force players to take damage, so I would suggest you get rid of them, and also add coins up there to indicate where Mario is supposed to land on. I would also like to note that the player can easily skip this area simply by taking the topmost path above the cement blocks.

A couple of issues here. Firstly, just setting the "act as" value to 132 (brown block that turns into coin right when P switch is pressed) will not automatically change its graphics to coins. You will have to use ExAnimation for this.
The second issue is how the Bowser boss here can also be beaten with fireballs, but the only way to end the level is by hitting the P-switch. I recommend you either make the level end when the boss is offscreen (will have to know a bit of ASM) or replace the P-switch (the sprite) with this custom block, and use this sprite to end the level, so no ASM needs to be dealt with, hopefully making your life easier. It might be a hassle but I recommend you try the latter.

There are quite a lot of noticeable grammatical/spelling mistakes too. I am not sure if English is a language you're comfortable with, but try to proofread or get someone fluent in it to proofread before submitting anything.

Pretty interesting custom sprite here! It sadly has a flaw where it slides endlessly to the opposite direction it came from when spin attacked with a cape. This is a really cool sprite so do fix it!

The world 2 level "Ghost in the run" is pretty much a minor edit of Donut Ghost House from the original, and the info box at the beginning contains an incomplete sentence. Also, one of the two exits (I'm assuming it's the main exit) leads nowhere on the OW. Why bother having more than one exit if there is only one, single path available after beating it?

Also "Toad town 2" is side-exit enabled, making it a "resting area" (?)-ish level. If this is not a regular level, you should make the next level already accessible after being the previous level, so you wouldn't have to place any goal in it. It looks really out of place.

My recommendation for you would be to either make a thread about this in the WIP forum to gather as much feedback as possible or get at least a beta tester and perhaps a proofreader for any palette issues and all the info box messages respectively. Also, the correct spelling for "luner" is "lunar" unless it's meant to be like that.

Good luck!