Replying to some posts!
Ear-ports are hard, aren't they? I must say, these ear-ports you've made are pretty good! My favorite being the Count Cannoli Boss Battle Theme.
Indeed they are lol. Some of those were such a pain to get right; I believe the hardest one was cell-outs, due to many different melodies playing in various parts.
Also, Count Cannoli is the first proper ear-port made by me, and I'm happy you picked it as favourite. I must say that I also like how it turned out, I generally tend to dislike most of the ports I do.
Is this Hack Supossed to Work on Zsnes Becouse The Game Freeze at the Begining with Wakana no Titelscreen ?
The freezing at the beginning happens because ZSNES isn't compatible with a global hex edit I did. Said hex edit removed all the fade-in and fade-outs. ZSNES apparently doesn't like that, and since there's a fade-out after you see the nintendo present screen... it just keeps static like that, lol.
This hack is so edgy, I almost got cut. You better be more careful with all that adult content next time.
also how in the fucking world do you manage to make every single one of your C3 thread OPs so crisp and smooth??? I'm honestly VERY shit with formatting my posts, and seeing threads like this just makes me wonder
As I stated in the very first lines, since I recently made and passed an exam about HTML/CSS/JS, I got better at formatting pages over the years.
I'm really enjoying the hack. The writing and tone isn't my cup of tea but the art and gameplay are top notch. I'm currently a bit over 20 exits into this and I've enjoyed just about every single level. So far there's a pleasant variety in gimmicks and themes. The only one I don't like so far would be this one really dark cave level, and that's really just because I really don't like having my already-poor vision get even more impaired.
I really like the basic movement of the character. I like the health bar. The projectile always feels satisfying to wipe out hordes of enemies with and gathering collectibles to refill MP or gain more hearts is incredibly satisfying. Secrets and challenges are perfectly designed with the player's expanded aerial mobility in mind.
I'm not a fan of the ground pound move. It feels redundant when the spin jump is around and I don't even think it deals any extra damage against bosses. I've only seen uses for it in breaking through specially-breakable bricks and getting through a certain silly blockade in an early level.
The slide move is pretty easy to do by accident when trying to drop an object I'm holding, crouch while moving, or enter a pipe. I found myself constantly wasting MP and losing my positioning with it. Levels like "Slippery Darkness", which require you to crouch and slide, burn through your MP when they really shouldn't need to.
The excellent presentation and the fun level design really give this hack a solid edge. It's probably the best hack I've played this year.
On the subject of compatibility: I've been playing this on SNES9x for 3DS on an old XL and it seems to behave perfectly fine. I haven't seen a bit of slowdown and nothing seems out of the ordinary. There doesn't seem to be a tune when dying but I don't know if that's the emulator's fault.
this post was so hard for me; i kept rewriting it so many times
Thank you for the detailed feedback. I'm happy you're enjoying the hack. I'm aware the sliding ability isn't really "clean" to perform: when I implemented, it felt insanely OP, since sliding equals to a "star power", you can slide even on spikes (yes, it doesn't make sense lol). That's why I decided to be a bit more severe with how much MPs it takes. Buttons combination isn't also the best, since (as you said), it can conflict with sliding under 16x16 blocks. Giving abilities to buttons was very annoying to set up for me, I can't hide lol.
As for the ground pound, I understand how you feel about it, but even if redundant, it's still an ability that's needed to break special blocks. It still adds variety, even if uninteresting.
Lastly, I totally agree with you with the writing. I'm a really bad writer, I tried my best, lol.
I'm a bit concerned that you're mixing web-dev concepts from decades apart.
I'm a very old user, and since I joined SMWC, I always found very comfy to use center. I'm aware modern websites don't support it anymore, but SMWC as site isn't modern, so...
Alright, I played a little bit of your hack, and ooh, it isn't looking good at all atm
like, there's a lot of problems with this, and I have only played this for, like minutes, and I can already feel some sort of bad stankiness going on here
first off, some of the gameplay choices are really weird; like, why remove the ability to pause the game and a button to run (especially since it doesn't do jack shit outside of being another attack button apparently, unless it's like in Megaman Zero where there's both a weapon and a subweapon, but you can only change your weapons until much later when you actually get more of them, which it's still hella weird)? The pause button has been replaced by a SUPER COST-HEAVY spell which heals all your HP, which, while useful, is pretty damn shit because you want to pause your game but you just unnecessarily waste all your MP instead
then there's just a minor nitpick, but why are all the transitions so abrupt? there's really not much reason for it if you ask me
I'll play this through after a bit and see if everything gets better, but rn I'm kinda wondering how tf do you even beat that first boss when you can't even throw those enemies at it like in pretty much every other Mario hack (also you can't jump on the boss too apparently, which is pretty damn h honestly); I dunno, rn it just feels like a worse Sicari, but I'll give it the benefit of a doubt since you could always just update the hack if needed lol
Thank you for the detailed feedback, even though I'm a bit weirded out by some things you said.
The pause button was a design choice: trust me, you'll prefer to heal yourself rather than pausing the game (which honestly, it can be done by pausing the emulator as well). Also, it doesn't heal all your HPs, but only one heart.
The run button was redundant imo: old testers found annoying that you had to press the shoot button (and thus, wasting MPs) to run. I had to choose between mapping buttons (which I already expressed how it felt to me) and nuking the walking.
The "abrupt transitions" have a very important role: to load levels/overworld/etc faster. This, combined with FASTROM, gave me really satisfying results compared to the original SMW. I honestly prefer loading a level faster than wasting those important milliseconds to just show a fade effect. This also works great for jumpscares and scary pictures, since the screen appears to you immediately. I believe other SNES games like Castlevania Dracula X do the same.
When you talked about "not being able to grab enemies" when you reach the first boss... Here I question you: did you go trough the tutorial in Wakana's level? Did you read every message box in the beginning levels? Right now, it feels like you played in a rushed way, thus, I can understand why you're still confused when reaching the first castle.
Daizo's post sums up what I would've wrote for you. Probably he went trough the hack taking his time to learn the new buttons and so on. You can't really rush this hack without learning the abilities in the first levels, since, as said in the OP, this hack has many things and concepts which are totally different from SMW. It can take a while before you get accustomed, and that's why I've put many easy-medium levels before the more demanding ones: to give players the time to get accustomed with the new controls.
Nonetheless, I'm happy you are giving this hack a try. I'm aware not everyone will like it, liking something is very subjective, so.
To all the others, thank you for your replies!
Feel free to post more thoughts if you have any.