I do agree that this hack looks pretty promising! Though I do have some problems with the introduction to the first castle. Mainly due to the lack of enemies and obstacles. It makes the rooms look and play like empty filler. Also, your OW does have some problems.
I pointed out the cutoffs and other random errors as shown by the circles and ovals. Also, I find it odd how one cloud area doesn't have shadow and the other does, while the one with shadow has some strange color choices. It's not bad per se, it just looks weird.
Perspective errors, yikes. Might want to fix those.
Cutoff with the cliff here. That HDMA looks nice by the way.
I do agree that this hack looks pretty promising! Though I do have some problems with the introduction to the first castle. Mainly due to the lack of enemies and obstacles. It makes the rooms look and play like empty filler. Also, your OW does have some problems.
Well, it's kinda impossible for me to fix most of the cutoff issues. As for the clouds...
...But I decided to change them anyway, because most people might not get it. So, here's another updated main map with some things fixed...
Of course, this hack is very early in development, so I was totally going to add enemies to the introduction to the first castle later. Definitely. I didn't forget about it or anything.
Well, thanks for the feedback, and I'll definitely try to work on this hack more in my spare time. I might even get a demo released soon, I don't really know. asm coding time My current(?) hack (outdated, possibly)
Alright, guys, world 1 is done! I also got several other things done, so I'll post a bunch of screenshots here...
First, we have Strudel Plains 5. It was inspired by the new Donkey Kong games, and is the first level to include the jumping fish and Hammer Bros. It also has a small sub-area with Ninjis and stuff.
Next, there's the first castle, which you guys probably know about already, except I added a layer 2 section for the second half.
After that, I updated the first submap with my attempt to draw Mario's house, and included a new message in it:
(There aren't actually any perspective issues, because the back island is behind the main land, not above it.)
Finally, have some sneak peeks, which include some very out-of-place terrain, Mario trying not to die of cuteness overload, and the beginning of a new submap.
Hmm... I'm not sure if I want to release a demo now. I might get people to test it first, because there's a load of things that need tweaking.
Anyway, that's it for now. Once again, feedback would be appreciated, and there may be a demo coming very soon. asm coding time My current(?) hack (outdated, possibly)
Alright, I think it's safe to put a first demo here. I haven't submitted it yet, because it needs tweaks and stuff, and IDK what will happen if I do this, but...
EDIT: This download is only for testing and stuff. When I'm actually ready I'll submit it to the Hacks section. asm coding time My current(?) hack (outdated, possibly)
Hey, I managed to actually get a level done in one day! Here's Spicy Sands 1, which introduces Pokeys, and also has lots of moles and baseball dudes:
(I WANTED to put one of LX5's custom powerups in this level, but I actually couldn't find the patch on SMWC. Hmmph.)
(I was also going to put the Angry Sun in Spicy Sands 2, but I couldn't find THAT, either.)
Well, feedback would be appreciated, as usual, and I might actually be able to finish world 2 in less than a month. Who knows? asm coding time My current(?) hack (outdated, possibly)
Hey Mr. Pixelator. I played this hack and love it! But, there are some things that I noticed.
This BG palette is weird. It doesn't look that great.
Pressing this P-Switch, or should I say, Z-Switch, traps this Koopa because it was surrounded in coins.
Here is the secret area pipe...
...but I come out of this one which is behind the first one, despite the bonus room saying otherwise.
Now let's move on to 1-3.
Ah... 1 single block platforms... Thank you.
I understand it's a different color because you bounce higher, but the colors are really weird.
That Goomba in front of the fence is hard to see, and Mario's clothes and hat still show.
That platform next to the pipe isn't solid for some reason.
That chuck was behind a bush before and was really hard to see.
The midway point isn't black either.
You need to put some terrain on that bottom row there. But along with the glitching happening above, it could just be my ZSNES acting up.
There was a bony beetle here invading the Yoshi Coin room before.
I had to stop playing because I couldn't figure out what to do.
So overall, this game could be submitted and possibly accepted if you fixed these issues.
I really enjoyed it, so good luck with this.
Note: I played your demo instead of the submitted one.
That one with Chuck is nothing compared to most of the issued. Same as the warp in the first level. As for the last one, you had to bait Bony Beetle to get onto the platform. Also I have to add the time limit before the boss fight is way too strict and has to be increased by likely 100 seconds.I have a Discord server as well!
----- Basically, I believe in peace and bashing two bricks together.
Hey, thanks for all the input. I'll be sure to fix everything that I can. Also, thanks to the people who directed me to the custom powerups patch and the Angry Sun, because I really needed those.
And, since I finally got that patch working after several hours of frustration, everyone give a warm welcome to the Boomerang Flower! This new powerup will be introduced in Spicy Sands 1 and will be used throughout most of that world.
Additionally, I was able to get Spicy Sands 2 (Sunbaked Ruins) done in the time that the site was down. This level features the Angry Sun I was trying to find, plus it introduces the Lava Lotus and has a secret exit leading to Spicy Secret. Have some screenshots:
(Also, inserting the custom powerups patch somehow fixed that weird glitchy cutoff stuff. I don't know how, but it did. So, hooray.)
Originally posted by TheJullasicFox
Hey Mr. Pixelator. I played this hack and love it! But, there are some things that I noticed.
This BG palette is weird. It doesn't look that great.
Hmm... Does this look any better?
Originally posted by TheJullasicFox
That Goomba in front of the fence is hard to see, and Mario's clothes and hat still show.
In the new Donkey Kong games, DK's tie still showed in those levels, so I tried to emulate that there.
Anyway, I promise I tried to fix as much as I could. So, thanks for all the feedback, and I'm trying to get levels out as efficiently as I can. I'll probably finish up Spicy Sands 3, and then Spicy Secret after that. asm coding time My current(?) hack (outdated, possibly)
To be honest, I think it would be better if the BG palette matched the FG palette a little better on the grassland level. The new stuff you've shown looks good, though I think the new level you've shown looks a bit too hectic with all the enemies.
Well, after a long wait, two new levels are here! Spicy Sands 3 (Crystalline Tunnel) is a cave level with lots of crystals. It introduces the football dudes and Buzzy Beetles, as well as the new Ice Flower. Finally, it has a secret exit leading to the Special World, but more about that later...
After that, Spicy Sands 4 (Tricky Temple) is a pyramid level that introduces a bunch of new enemies, which includes the eeries, fire-breathing bowser statues, lava bubbles, and roto-discs. It also has something else hidden within...
Finally, have a sneak peek at two upcoming world 2 levels that I may show soon...
Hmm... Well, that's it for now, I guess. Feedback will be appreciated, and I'll probably get done one of the two above levels by the next update. Or both of them. Or the Green Switch Palace. asm coding time My current(?) hack (outdated, possibly)
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