Language…
11 users online: Children's Digest 1950-2009, codfish1002, Cote de Boeuf, Dr. Gaspacho, DucAnh13, h.carrell, jay_dee_ess, Mohamad20ZX, Skr3wball, tuffghost, Wolfguy423 - Guests: 80 - Bots: 166
Users: 54,913 (2,071 active)
Latest user: El pepe mama

Wakana's C3 thread: full hack + some ear-ports

I'm a bit concerned that you're mixing web-dev concepts from decades apart.

<center> was deprecated in HTML4 (1997).

CSS animation was first used in 2009, commonly supported since 2011, CSS3 standardization was in... uh dunno, the CSS spec has been divided into modules which standardize independently.

Oh my god these aesthetics are
H O T


Also, these ports are amazing, I can't give you any actual critisism.
If you're on Firefox 70+, and you don't see the blur effect, go to about:config and enable layout.css.backdrop-filter.enabled and gfx.webrender.all
For the best aesthetics, use Chrome, or with some settings, Firefox.

Colour scheme based on the awesome ViM theme, Gruvbox.
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 The pause button has been replaced by a SUPER COST-HEAVY spell which heals all your HP, which, while useful, is pretty damn shit because you want to pause your game but you just unnecessarily waste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
Layout by Mathos
Originally posted by Ultima
why remove the ability to pause the game and a button to run

I have the feeling the ability to hold X and Y is reserved for firing shots, so it makes sense to have autorun just so you don't waste your MP. It does throw you off from playing other romhacks, I will admit.

Glad the jank of pressing down to groundpound has been replaced with pressing R, though it's still weird using L to grab items instead of just holding Y. Again, the projectile is the reason, but it's sort of a force of habit thing. I have a feeling playing with a controller is more recommended.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.




Replying to some posts! #smrpg{:D}

Quote
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.

Quote
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.

Quote
This hack is so edgy, I almost got cut. You better be more careful with all that adult content next time.

😨

Quote
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 #wario{-_-?}

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.

Quote
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.

Quote
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... #smrpg{haha}

Quote
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. #tb{^V^}

To all the others, thank you for your replies!
Feel free to post more thoughts if you have any.
hold on i gotta get my parents permission before playing this game
I'd say that I overall had a pretty good time, even if not every gimmick or design choice worked. I ended it with 53 exits. I never found any heart upgrades that the guide claims to exist.
For the most part, it wasn't has hard as I feared it would be. I know you guys like your hard hacks and I know that I'm usually not good enough to keep up. With a lot of luck and sometimes a couple savestates, I was able to get through this. There was always something interesting pushing me forwards even through the pain.
The music was pretty good overall and I really enjoyed a lot of the environments. I knew to expect some lewdness but the
bare breasts
and that
anime girl butt
still got me off-guard. I laughed it off and at least I can say the art was nice? I won't knock you for including that since you warned me so many times. I thought it was funny just for how boldly presented and sudden it was.

There aren't many gimmicks that I can say really bothered me. Even the autoscrolling was mercifully short. The
Undertale-styled boss fight
was a huge difficulty spike the second time, especially near the end, but the absurdity of it amused me and I thought it was still pretty fun. I naturally hate any when levels limit my FOV so the dark cave levels annoyed me quite a bit.
Levels in hacks tend to feel overly long and I can happily say that I mostly didn't feel that way when playing this. I usually hate replaying a level to find its secret exit, but I was typically able to plow through levels at high speeds on a second visit so it was mitigated a little bit.

I wish I could just press the L button a second time to throw something once I've picked it up. I'm fine with there not being a run button; I never need that kind of precision anyways and just tapping the D-pad is what I always do instead. Being unable to pause weirded me out at first since I just ignored the tutorial, assuming it would be a retread of the intro. I value the healing a lot and I want it to stay. I think it could work if just mapped to X. Honestly, not being able to pause mostly bothers me because then I can't just exit a level without dying.

I found a big bug during one of the bosses. If I just stood in this spot and sniped its head, I would be warped to
that airship thingy boss from earlier in the stage
and lose progress: https://i.imgur.com/yLEgJLw.png
I thought the expanded mobility did wonders for what would normally feel like an unfair disappearing floor or blind jump. Going downwards at this part is the only truly blind jump I can think of off the top of my head, since level design implies it's a pit and the camera doesn't let you see: https://i.imgur.com/wpORkOm.png
This guy and I kept mutually damaging each other whenever I jumped on him. There was one boss with raining bombs (no picture, sorry) that had an attack that sucks you in; it had so little visual feedback that I thought it was me accidentally walking into the pit whenever it happened.

I'm not sure how to really end this post so I'll just ask some questions:
How do checkpoints work in this hack? I never saw any visible ones.
What's the
password
? I never found it and I'm honestly not willing to go back and comb through every level just to try finding it. I found what I think are pieces of it, but I didn't understand the significance until it was too late and I didn't take note of them.
Is there a list of sources for music and other art assets? Some of the stuff here is very familiar but I can never name where it comes from.
Is the message in the room with the
panties
supposed to actually mean anything? I've done the inputs and nothing's happened.
What do you think are the best and worst moments of this hack?
Well I helped test it, and while I can say it's hard as shit and I struggled with it, I still enjoyed my time, since your ideas and concepts were really wacky and surprising at times lol. Admittedly i never did get to the "hidden world" but maybe I'll try again lol

glad to see you're finally done with it though inb4 sequel
Honestly, yeah, I'll agree that I rushed through it at least (reckless playing has always been a style of gameplay for me lmao), but it's still kinda weird and jarring to play it when you've already played so many SMW hacks before that had the same button setup lol; still tho, this seems like it's a opinion that can change over time, so I'll play it until the end and see if it gets better

Also, about the tutorial, does it even teach anything else when you go to that door in Wakana's house compared to when you start up your game and go to the tutorial thing before starting the game? I just assumed that there wasn't anything else to be taught since it would just be that again, but I'll see if that can help me a bit at least

sorry for being rude with my earlier post btw, but it was a bit of a shock to see all these new mechanics in a SMW hack, including all the different button mappings, which is not necessarily a bad thing, it's just, again, going to take a while to get used to #smw{^_^;}
Layout by Mathos
IIRC the tutorial in that door told you all about MP and the tutorial at the start was about basic movement.
Originally posted by kyasarintsu
IIRC the tutorial in that door told you all about MP and the tutorial at the start was about basic movement.


Yeah, I just checked that tutorial rn actually; pretty useful shit to know about, and now that I know I can recover MP by standing still and pressing up I can probably be able to beat that boss now; it will be a bit risky tho, but at least I can say that I can continue the game lmao

Also the groundpound too, tho I already knew you could do it in the game, just not how to do it lol
Layout by Mathos
I think in order to prevent this confusion the first "tutorial" shouldn't have looked like a tutorial with the button prompts and such.

(I will put my thoughts of this on here later, since I gotta play more of it first.)
// Layout by Maxo
Welp, I'm at the second World, and just as I thought, my opinion on the game changed pretty quickly; already found two NSFW rooms and even a superboss (which I'm not going to spoil) now, and I gotta say I'm definitely enjoying it a lot more now that I properly know how to play it; again, some design choices can be a bit weird, but they can be quite fun once you get the hang of 'em
Layout by Mathos
I'm giving the game a shot. One world in, and already I see a ton of potential in this game. I love the mechanics, although I question some button choices - not a fan of using the shoulder buttons for something as crucial as grabbing, but that might be just an issue for keyboard users. I agree with Ultima also in that leaving out pause was probably not a very good choice. I think you could've managed buttons better; SMW uses X and Y for the same thing, but nothing beats you from doing it differently.

The game's still easy, but I'm sure it'll pick up. I'll be honest though, the fact only one of your very closest friends had the patience to make it through doesn't strike me at all as a good signal for claiming this is ready for the public to enjoy. Still I'll make sure to make you aware of my opinion as I go through, if you care

Also, I think you should've invested in a proofreader. The english is mildly broken so far.
I just played 26 exits and i'm beat this. :)
Next day wi'll be player another new stages as 60+ exits!

Also I'm doing Song requests because we got 37 in the lists.

Edit: First need permisson at below.
Originally posted by YuzuMSX
Then I'm gonna rip Super Wakana Land Samples because i love this Soundtrack, Then I'm porting requests with SWL Samples!

No. Don't steal other people's brr files from romhacks. It's a different story when you use samples from the Music section, but downright taking samples from a hack where there are unique hack-exclusive samples is not a good idea.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.




Originally posted by Daizo
No. Don't steal other people's brr files from romhacks. It's a different story when you use samples from the Music section, but downright taking samples from a hack where there are unique hack-exclusive samples is not a good idea.


Wait... What???

I forgot to need permission for Wakana then I'll be fine. Sorry

Also sorry my bad english
Replying to more posts! #smrpg{:D}

Quote
hold on i gotta get my parents permission before playing this game

#smrpg{mlem}

Originally posted by kyasarintsu
*post*

Thank you again, for your detailed post and feedback.
Thank you also, for pointing out that bug; I'll sign that somewhere so that I can get on it incase of an update.

Quote
How do checkpoints work in this hack? I never saw any visible ones.
What's the
password
? I never found it and I'm honestly not willing to go back and comb through every level just to try finding it. I found what I think are pieces of it, but I didn't understand the significance until it was too late and I didn't take note of them.
Is there a list of sources for music and other art assets? Some of the stuff here is very familiar but I can never name where it comes from.
Is the message in the room with the
panties
supposed to actually mean anything? I've done the inputs and nothing's happened.
What do you think are the best and worst moments of this hack?

1) Check-points work the same was as SMB1. If you progress enough in the level, and you die at some point, you'll restart from around mid-level. This varies from level to level of course, plus, I believe some levels have no midway-point.
2)
Which password do you mean? The one in Water Castle #3 or in the "???" level? The former is easy to obtain by playing Water Castle #2, latter one requires you to find all the lewdie codes.

3) I could make a list of stuff used, but understand me, there's so much stuff inside this (both from other people and from me) that it'd be a pain for me to make one lol. Simply ask me the resources you want to know the source of, and I'll try providing it to you.
4)
That hint is very important to get in the lewd world. You have to find the right spot to do that sequence, and obviously, it's not the level you find this message in.

5) Best moments probably
every level of the lewd world
, while the worst ones (my testers would probably agree)
the levels of the Vilelaboratories
due to extremly demanding design. Perhaps, even some levels of
the pentagram world.


Quote
I'm giving the game a shot. One world in, and already I see a ton of potential in this game. I love the mechanics, although I question some button choices - not a fan of using the shoulder buttons for something as crucial as grabbing, but that might be just an issue for keyboard users. I agree with Ultima also in that leaving out pause was probably not a very good choice. I think you could've managed buttons better; SMW uses X and Y for the same thing, but nothing beats you from doing it differently.

The game's still easy, but I'm sure it'll pick up. I'll be honest though, the fact only one of your very closest friends had the patience to make it through doesn't strike me at all as a good signal for claiming this is ready for the public to enjoy. Still I'll make sure to make you aware of my opinion as I go through, if you care

Also, I think you should've invested in a proofreader. The english is mildly broken so far.

Won't repeat how I feel about editing and mapping buttons with asm again lol, but yeah, it takes time to get used to, I'm aware.
I obviously care of any form of feedback. Feel free to express your points of view.
@broken english my proofreader gave up midway #smrpg{haha}
Updates can always happen though.

Quote
Oh yeah and I may have started let's playing it. But yeah I was smart enough to check what the Tutorial door did in the beginning since I wanted to make sure I was right that it was a repeat of the first cutscene. WRONG! For those who are struggling, check that door. It'll help you out IMMENSELY to know how to handle Wakana's moveset! Otherwise, you are in for a really bad time. But so far my experience is alright at average.

Saw the first ep, waiting for more. ;)
And yeah, perhaps I should've forced players to go trough the tutorial as "level to complete".

Quote
Then I'm gonna rip Super Wakana Land Samples because i love this Soundtrack, Then I'm porting requests with SWL Samples!

Don't do that!
While most of the samples are the usual ones which you can find in my music submissions, some of them (like the zunpet, the custom SFX, some overdriven guitars, etc..) were uniquely made for this hack, and not supposed to be distribuited for the public to use. All rules of stolen content would apply if you submitted a song of yours with any of the private samples, so it would probably be rejected. You've been warned.

Feel free to post more thoughts! #tb{:]}
Well. Thank you for attention.

I'm not going to stole my stuff. However, I am creating my own instruments. I joined at hcs64 forum for months ago then, I joined discord server about VGM & Other instruments sources to finding any Instruments on Videogames.

For example. If I requested Kirby Flute, is from the Roland Series.

Unfortunately I stopped/Dropped this game because I need job for me.

I keep research some stuff.

Also Your ports are great! ! (Also I forgot this lol)