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Hunter and Scorpion's Bet ReVised - Scorpion's Search by Skewer

File Name: Hunter and Scorpion's Bet ReVised - Scorpion's Search
Submitted: 11-07-2016 04:13:59 AM by Skewer
Authors: Skewer
Demo: Yes
Featured: No
Length: 28 exit(s)
Difficulty: Normal
Description: Hunter and Scorpion challenge each other to a bet to see which one can obtain the Golden Dollar faster. In this version, you take command of Scorpion and guide him to the precious relic, which you must take before Hunter does.

This demo has 28 exits and plenty of secrets.

Updated 1.1, fixes some ASM errors.

Pretty impressive hack, it was mostly fun to go trough. Sadly, there are some major issues that lead to a rejection:
-Mountain Heights: stuck forever after midway point. This pipe isn't exit enabled, so I can't enter it. This makes me unable to play the rest of the game.
-A similar thing happens in "Underhidden Wade": as soon as I start from midway point, I die. This is probably due to bad camera position...?
-If by chance, I touch the carryable block from the bottom, hack freezes. I guess the block's asm doesn't have proper code for the MarioBottom chunk. Poking an asmer for it should be no problem to fix it.

These are the bigger issues, which are required to be fixed. Following, there's also a big chunk of smaller issues, your choice if you want to fix them. I rarely find so many in a hack, and this just made me more lenient to a reject, so I suggest to fix these as well. Here's what I found so far:

- Make sure you remove the option to play as two players. Luigi looks like that.
- Tile priority issues.
- The first level is missing the midway point.
- There are quite a lot of spots in certain levels where I can use the wall-jump ability to go trough the dirt, like in this case. Always close your ceilings if the dirt is reachable.
- Bad Yoshi Coin placement. I collected quite a lot of lives.
- Sprite tile limits issues. Since you're using a 32x32 player patch already, I'd suggest to not use gimmicks that abuse tiles, or this happens.
- This castle... took quite a bit to get how this section had to be passed. The main issue is that there is a reset door which doesn't restart the layer 3 scroll. In the screen there, I'm stuck forever, since I went there after taking said reset door.
- Worth mentioning but if I kick an object as morph ball this tile shows.
- Hole in the net. I hope you can see it... ye?
- Sometimes the carrot lift here doesn't appear. Try rearranging sprites better.
- Side piranha plant gfx here is wrong, I assume.
- The gimmick with these blocks was okay, though there is this side effect. I can place these blocks in decorations to create cutoff. Not sure how this can be fixed...
- Missing tile up there.
- This....boss... This is a good example to not do with a noob boss. Personal opinion of course, but this boss is a savestates generator; there's no way you can handle all the stuff this boss throws at you.
- Also, the ground near the bed isn't solid.
- I can go trough the slopes here.
- When I press the P-Switch, the brick blocks turn into... that thing up there. Pretty fancy, but I doubt it was supposed to even show..?
- Transparency here is silly. Issue isn't aesthetic though, but mainly the fact that enemies that are in water can't be seen. Taking damage from stuff you can't see is a big nono.
- Baphomet complex: the digging chuck balls generators have a weird SFX once said balls touch the ground (it's like the organ instrument playing a random note). Also, multiple midway point doesn't work (the second one still leads me to the first one).
- Speaking of midway points, Water Fortress's midway point doesn't work as well.

- Side issue: maybe I'm a bad player, but I wasn't able to find all exits (you stated there are 28, but I only found like 24). Searched a lot in all the levels, but I have no idea where to look. Some sections were suspicious (Water Fortress, there's an invisible wall, but the door after it is always blocked whenever I switch ON or OFF). Eventually, let me know if I'm just a bad player, or something is really wrong with your secret exits, so when I moderate next version, I'll know where to go, since the game doesn't make a good job at hinting me where to search.

Whew, that's it so far. Since your hack is a pretty complex one, I suggest you to take a big group of testers (if you didn't have) and have them accurately test your hack. A good 80% of errors (maybe even the rejection) could've been avoided if this was properly tested.
Best of luck with the update.
File Name: Hunter and Scorpion's Bet ReVised - Scorpion's Search
Submitted: 05-09-2016 01:23:37 AM by Skewer
Authors: Skewer
Demo: Yes
Featured: No
Length: 38 exit(s)
Difficulty: Hard
Description: Hunter and Scorpion challenge each other to a bet to see which one can obtain the Golden Dollar faster. In this version, you take command of Scorpion and guide him to the precious relic, which you must take before Hunter does.
Well, had to go with rejection again, mainly for the following reason:



This boss makes you stuck forever after you kill her. You can't move, nothing happens. I kept fast forwarding for quite a lot of time; I also tried battling her more than once, but it still had the same problem: can't move, nothing happens, stuck forever, can't proceed.


Together with the main reason, a bunch of other issues you should fix as well:

- Bad tile on the corner there...
- As I already pointed out in the previous removal, watch out for your ceilings! Walljump is dangerous!
- This jump is kaizo-tier. Up that ceiling and remove that brambles there.
- It's sad that I have to scroll the screen in order to make the carrot lift appear. It never appears now.
- Sprite tile limits issues, look the chuck at the left.
- Again, is there really no way to prevent this block to cause messes? Not a big issue, but... eeehh. I can potentially erase reset doors with this block too.
- What is happening with that koopa's head? This happens whenever I drop one of those custom carry blocks. OH, and at the top of this part of the level, you fixed the animations of the brick blocks... but not their actlike. Even if they look like coins, they're still solid bricks.
- Something tells me I'm not supposed to be still alive in here. Same here. Suggestion: give proper actlikes to the blocks underneath the animated surface. They don't need to act like tile 100, or 130, or any other than the lava block.
- Sometimes I'm not able to generate the bombs in the ball form. As you could guess, I'm stuck forever there.
- Some of these decorations feel like holes: they don't act like water. Mind to look for these decorations' actlikes?
- If I die in this level after taking the midway point, I get back to here... without water.
- Why dynamite blocks are acting like solid blocks? Make them act like decorations!
- In "Baphomet Complex", the digging chuck's rock generators have still the wrong SFX. It's just awful to hear; it's such an easy fix too, why don't you take it in consideration?
- In "Water Fortress", midway point doesn't work.
- The windowing in the OW looks weird. An example if when the "SAVE/CONTINUE" box appears, or when there's the transistion between two maps.

That's all I think. There's probably more issue which I forgot/didn't find. My advice for you is to get proper testers. I don't know why, but it feels like your levels weren't tested at all. Don't rush, don't submit stuff before giving it a proper, good testing. Trust me, this is the only way to avoid this masterpiece getting rejected multiple times.