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[MoaNA!] Mario's on a New Adventure! (Dead project)

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I forgot to put some real feedback to your hack. I only have two gripes, though they're not major.

Cliffs' heights are not coherent. Look how overworld maps look in different hacks, so you'll see what I mean.

Bullet Bill cannons and cement blocks on the fourth and fifth screenshots in the levels post have a weird palette. I don't think that fixing it should be a huge problem.

Also I can't tell how the levels play judging from the screenshots. When you give a BPS for beta testing, I'd like to know if it's too boring or not ;)
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

Originally posted by Adamatrix

Okay, so the last nitpick: between the bridge and the land there is a small piece of cutoff. You can solve it (I think) by adding a corner tile tile just below and above the bridge.
Originally posted by Rainbow Man
Bullet Bill cannons and cement blocks on the fourth and fifth screenshots in the levels post have a weird palette. I don't think that fixing it should be a huge problem.


I can't fix the cement blocks or cannons it seems. I've tried. Their palette is tied to the background so any change I make to them is made to the background too.

Unless there's a way around this?
What you can do is recolor cement blocks and Bullet Bill cannons so they don't use background colors in YY-CHR or whatever you use for graphic editing. Then you edit palettes in LM, so they're right.
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

Wouldn't that screw up the palette of the blocks in other levels? I mean, I know how to edit palettes in YY-CHR but I don't know how to do it for only one level. Unless I wouldn't need to? #smw{o_O?}
Originally posted by Adamatrix
Wouldn't that screw up the palette of the blocks in other levels? I mean, I know how to edit palettes in YY-CHR but I don't know how to do it for only one level. Unless I wouldn't need to? #smw{o_O?}

You tick Enable custom palette for this level (will be saved with level). If you take advantage of it, use slots from the eighth or further columns keeping in mind that you don't overwrite already used colors. #smw{;)}
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

Will all the levels have custom music? And will some levels have custom graphics, sprites or bosses? EDIT: I hadn't seen the new screenshots, they have custom foreground and background.
The colors of the bullet shooter and cement blocks are messed up in the level with nighttime background.
Originally posted by N450
Will all the levels have custom music?

The vast majority will have custom music, yes.

Originally posted by Fullcannon
The colors of the bullet shooter and cement blocks are messed up in the level with nighttime background.

I'm well aware of the issue, as has been addressed in previous replies.
Be ready, y'all! Mario's on a New Adventure v0.1 will be released here on the thread very soon! Just doing some final polishes.

It doesn't include anything more than what you've seen thus far, but it is an opportunity for beta testing.
Testing for beta release in progress.

Will be released presently.
The time has finally come!

I present to you the first beta version 0.1 of Mario's on a New Adventure!

DOWNLOAD <-- click it, yo Download latest version in newest post

Everything that's meant to be changed till this point has been, and I have polished it to the best of my ability for your viewing pleasure.

Feedback on gameplay much appreciated!

If you enjoy it, tell your friends! #wario{:peace:}
I tried. #wario{:'(}
No need to worry. If someone hasn't commented on your hack, this means they have nothing to say about it, haven't finished or just haven't downloaded it yet. I'll definitely play it, just be patient!
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

Appreciate ya buddy, haha!
Played the hack and here are the issues that I found.
Note that I haven't found all exits.


Unedited title screen.

W1 Map:

The overworld has some perspective errors. There are also some cutoff clouds at the top left.

GET ON WITH IT:

The background has a small palette issue.

Concussion Protocol

You can glitch through this diagonal pipe.


It's possible to get stuck here if you run out of throw blocks.

An Easy Level:

Slowdown due to the high amount of shell-less Koopas.

1# IGGY'S THWOMPS:

The column cuts the lava.

Seaside Urchins

Slowdown.


Don't put a goal in a level with layer 3.

The Cost of Living:

Sprite tile limit issue.


Bad goal post and midway post palette.


The note block graphics change to their original graphics when you bounce on it.

The background also doesn't scroll in this level.



Originally posted by Green Jerry
Unedited title screen.

Wasn't meant to be edited. Will edit for later versions.

Originally posted by Green Jerry
Cost of Living: The background also doesn't scroll in this level.

Wasn't meant to scroll. Having multiple large Moons pass you in the background would be kinda strange.


Thank you.
Have fixed all issues named by Green Jerry save for the midway and goal point palette problems. Of which I made a thread in the Help forum. Assistance?

Once these are resolved I am prepared to release beta v0.2
Just downloaded the demo, I will play it, and tell you my review when I finish. EDIT: Finished playing your hack, here is my review:
As for the overworlds, they are decent and interesting, just that cutoff in the clouds Cheeyev mentioned before.Besides that, there is nothing much to complain about.
And now, about the levels:
GET ON WITH IT: I think level design here is good for a first level, with its typical stuff, it remebered me of the first level from VIP a bit.
LEAFY PLEASANTRIES: I supposed it should be a forest level, and in fact, it was. It has an athletic inspiration because of the falling platforms and those moving ones. I liked it. As for the secret exit, I suppose it has a normal difficulty because you have to jump over the red flying koopa and do the entire level again (I don't mind repeating the level, more time to play for me haha). Good job here!
FISHY SWITCH PALACE: Here we can see an interesting concept, powerup lose. It is interesting if you want to make levels harder and more challenging. The only thing I would say is that I recommend you putting a message box telling the player how that works. As for the design, nothing much to say here, a labirynth and water. I would point out that in the P-Switch room, there are too many fishes, but that's maybe me.
MUSHROOM ATHLETICS: This one cosists of... mushrooms and bridges. Well , it is a good one, those bridge graphics are interesting. Secret exit is well made too, moreover, you get lots of coins! Yay!
FUN TIMES FORTRESS: EDIT: This is the hardest level from the hack. It needs some improvement though. I think it is possible passing this level without cheats or glitches, but I had to use the P-Switch glitch, with Yoshi eating the switch after pressing it. And another bug:

That door sometimes works as a reset door, and sometimes Mario finds himself trapped in a endless bonus room.
CONCUSSION PROTOCOL: The most vanilla level in the hack. Simple but decent level design.
AN EASY LEVEL: I would call this level as a bonus where you can get 1-UPs. Nothing much to say here.
#1 IGGY'S THWOMPS: Pretty good vanilla level, just those small cutoffs Cheeyev metioned before. And interesting text after defeating Iggy, didn't know he drunk tea haha. Just another thing: That Thwomp can be confusing:

SEASIDE URCHINS: A good beach level, the only thing I would say it's to change the goal point to another place, or for a question mark sphere, because it seems strange that layer 3 water disappears.
THE COST OF LIVING: Not bad, just some doubts about level design, the hidden Piranha Plant behind the bush may be confusing, but that's just me, the Bullet Shooters didn't shot any Bullet Bill during the entire level, and this one: when you exit the pipe, you must go to the left very fast to avoid getting hurt by that Dino.

It's a good idea to put two ways in a level, one for the normal exit and other for the secret one. Cheeyev, as for myself, I could find the secret exit, you don't even need the shell (if you are small Mario, you will need to get it almost at the end of the level and go through a pipe to come back to the start of the two coin arrows zone. If you have the cape feather, you just have to hit that block over the floor ledge, and you get a star. Go through the muncher maze and you will find more stars. If you go through the pipe under the maze (Yellow Switch needed) you get a shell just to start again the maze, which it is not necessary. Finally, you will reach the secret exit.
LOOK OUT BELOW!: Typical level with a ruin theme. Fine level, although those bombs can be unexpected. And that level is supposed to have a secret exit, but I couldn't find it, or I suppose it isn't in this demo.
Well, this a decent hack, although it needs some bug fixes.
3,75/5
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