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SMW: Generic Hack Edition (Ver 4.0!!!)
Forum Index - SMW Hacking - Works in Progress - Hack Testing - SMW: Generic Hack Edition (Ver 4.0!!!)
Pages: « 1 »
Betcha you didn't see a hack with effort made by me coming, didcha?

Anyways, let's get to the demo(s)!
It's .5 World Demo (4 Exits)(So far)
Ver 1.0
Changes:
-None, just the hack.
Ver 1.1
Changes:
-Added side exit sprite to end of demo level.
Ver 1.2
Changes:
-Demo ends properly
-Removed test pipes from Yoshi's House
Ver 2.1
Changes:
-Fixes issues present in Wakana's post
-Adds Layer 3 Parallax to Choconilla Plains
-Adds Layer 1 Messages
-Made thrown objects pick up collectables
-Tweaked other things
-Skewer added a seperate status bar palletes patch (slighly conflicts with Layer 3 BG's) and added a No More Sprite Tile Limits patch (huge thanks)
Version 3.0 Is out!
Changes:
-Adds one new level,
made to parody the first levels people made

-Redesigns Yellow Switch Palace
-Fixes issues present in Minuy600's Post
-Installed a few bug fix patches
VERSION 4.0!!!!
Changes:
-Ported everything to a New ROM
-Added more(?) HDMA
-Made a World 1 Final level, the
Dark Palace

-Changed Kagami's level to be something different
-Minor Level Changes
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
It would be useful if you told how many exits there are. Probably will get to testing if it isn't too long.

--------------------
Hack progress: 6/8 exits
Play the demo right here!
He wrote 4 exits. It indeed has 4 exits.


I played this. Overall, I feel like, right now, this isn't a finished product: aside from the levels, which are good so far, you still need to make a proper overworld, try to give a different story (optional), and fix the issues which are pretty frequent.

In terms of design, the hack can go imo. Yes, 4 exits wouldn't be enough for a hack to be accepted, but you're on the good path. Try getting to atleast 10 exits, maybe varying gimmicks if possible, and I'm sure that on the design topic you're covered. There is a questionable section which may require a replanning. Talking about this part, which is kinda claustrophobic, since the wall springboards tend to make you jump very high, yet you have a very low ceiling here.
Don't take my words granted on the design btw. For my standards, so far it's good for a world 1 hack. Others' opinions may change.

On the side of issues, I found quite a bunch of them. I'll list them here:
- Imo the blue here is very eye-searing + the "MARIO A ..." writings have weird palettes. For the former, simply make the blue less saturated, and it should be fine. For the latter, just choose a different palette for the writes I think.
- When you hit question block, they get black suddently. If it was intended, it's okay, but it looks very weird to me.
- If you walk on the pipe to the right in the switch palace level, you can fall under the level. If you walk fast enough you can even die. Highly suggesting you to put some walls here, or just avoid putting the pipe too much on the sides of the screen.
- Blank message box.
- Sprite tile limit issues, easily fixable with the patch we host in SMWC Patches section here. This part of the level also has questionable slowdown.
- You didn't block the ceiling here.
- If you set timer to zero in a level, if you die, this shows up. Fixable with this patch.
- More sprite tile limits issues, in the pic, I'm standing on winged blocks, which are invisible as soon as the banzai bill appears. The patch I linked you earlier should fix this case as well.

That's all. Good luck with the development of this hack.
I'll test this out once I get verified by Staff.
Alright, We have A new version!!!
Originally posted by Me after editing the first post
Ver 2.1(current)
Changes:
-Fixes issues present in Wakana's post
-Adds Layer 3 Parallax to Choconilla Plains
-Removed a Layer 1 Message that had misleading info
-Made thrown objects pick up collectables
-Tweaked other things
-Skewer added a seperate status bar palletes patch (slighly conflicts with Layer 3 BG's) and added a No More Sprite Tile Limits patch (huge thanks)

And pls wait warmly until a new level comes out, it's really taxing to make a good level.
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Another generic hack? Cool. I'm a generic hack tester too. Here we go or something.

Intro: It's kind of bland to be honest. Just Mario standing in the middle of literally nowhere, although it has been recolored. Not great. Also, the screen with the plot (why did I forget the correct word) is completely unchanged except with the music being 'Here We Go!' instead of the right one. Could be because of custom music but i'm not too sure. If that is something you didn't think of, it's fine, but it would be handy to vary it up a little.

Overworld: Oh. Gotcha.

Vanilla Plains 1: Did the jumping sound get changed or something? Pretty sure it did. It's not horrible but I prefer the original. The level itself is very well made, but maybe a bit too difficult for a first one. Some jumps are pretty awkward to do and the bonus zone is also overly hard. Finally, one of the Dragon Coins is really hard to obtain (the one right after the pipe that can be entered) because the hitbox is rather strange. For the rest I don't see any red flags and it was pretty fun to play.

YELLOW SWITCH PALACE: The gimmick is fun, but it's also a bit too short. It's fine that you don't want to overly reward the player but it feels unnatural. Maybe make less rows of coins or something like that. That'd work.

Vanilla Plains 2: The design is once again very good, but there are quite a few small issues that might be handy to fix. Here is a list.
-The blue Beach Koopas can clip through the ground and pipes.
-Got 4 lives for being small. Thanks, but was it that neccesary?
-This is something that rarely happens, but I died by entering the wall after the note block pushed me in. Weird.
If you fix these things, you'll be all good.

Choconilla Plains??: Suprise suprise, the level is well designed once again. However, this one is marred by a consistent feeling of that it is unfinished and thus unpolished. Some examples:
-The clouds cut off at the top which makes them look weird and ugly because of those black filler tiles.
-This icy pipe makes zero sense. Why was it put there? It sure doesn't look like it fits in any way too.
-Is this some kind of tester message block? All it does is remove those ugly clouds.
-The part after the midway point is a little too brief as well. Yes, there's that P Switch part, but getting the cape lets you fly over all of that. Didn't get one? Just enter the reset pipe and backtrack a little. Not really well thought out in my opinion.

And that concludes the demo. It surely isn't bad at all, the levels are pretty fun and does feel like an actual Mario game at some points, but there is a boatload of minor errors that remove said feeling as soon as it appeared. Just tinker with them a little and it has the potential to be neat.

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Originally posted by Me, after updating the OP
Version 3.0 Is out!
Changes:
-Adds one new level,
made to parody the first levels people made

-Redesigns Yellow Switch Palace
-Fixes issues present in Minuy600's Post
-Installed a few bug fix patches

Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Originally posted by the OP
VERSION 4.0!!!!
Changes:
-Ported everything to a New ROM
-Added more(?) HDMA
-Made a World 1 Final level, the
Dark Palace

-Changed Kagami's level to be something different
-Minor Level Changes

Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Pages: « 1 »
Forum Index - SMW Hacking - Works in Progress - Hack Testing - SMW: Generic Hack Edition (Ver 4.0!!!)

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