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Unnamed hack about collectin' coins DEMO
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2019 - Unnamed hack about collectin' coins DEMO
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So this has been my boredom project for while now, idea is that player needs to collect 100 coins(well its customizable but so far i've stuck with 100) to beat the level. There are more collectibles like yoshi coins and m00n.

As for levels, I deiced to do something completely different with each of them. In demo, there are 8(current plan is ten levels at first).


Like this level, very creatively named "linear", is like your typical level, but you need to explore to find all the coins.



This level is half-land half-water. I used über asm code that allows player to item-swim by just holding X, so its way more fun.


Gimmick in this level is that everything is frozen, and that fireballs are limited. I added item that increases ammo, but the ammo is limited too. Mario however always has fire power even if he gets hit(HP isn't infinite tho').


In this level mario walks forward automatically.



CLICK HERE TO DOWNLOAD

ver c3 1.0

Any feedback is welcome, if you want to beta test it there is thread over the beta testing forum. I wont sumbit this to hacks selection yet because its far-ish from finished.

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I really like the pallets you choose. Level design looks interesting too!
Hey there! I just gave your hack a shot!

This is a quite solid demo, despite having clear signs of being WIP in many places.

I like the overall idea of the hack, having to collect coins to complete the level. This can lead to some pretty interesting levels, since the player has a different goal than just "reaching the end".
I also love the fact that each level has a very distinct gimmick, as this makes each level pretty unique!
My favorite of the bunch was "Ic-y", with "Automatic" coming as a second!

Overall, i like the design of this hack, the way the levels are built around their own gimmicks really make each of them stand out!
The aesthetics are overall decent as well, though there are some problems that i believe could be explained by the fact it's a WIP.

Since it's still early in development, i did run into quite a number of small issues and little design problems that could be improved, but i won't go too much in detail on them right now. I'll be sure to head to your Beta Test thread later to go in depth in all the problems and stuff i found.

So for now, i'll just mention a major point that affected me while i played it:
Overall, i'd say the hack just feels a bit too... "easy"... i mean, not in actual difficulty, but in relation to the goal of the hack. The goal of each level is to collect 100 coins, but there are so many coins available in each level that collecting 100 of them is a pretty trivial task, and in fact, pretty often i ended up beating the level without having even explored too much of it...
And while it might be nice that the hack is generous with the amount of coins available, i just think it was at times too generous, to the point where the instant level end when collecting 100 coins was actively getting in my way when i actually wanted to fully explore the levels and go after the secrets (especially the Yoshi Coins). So in the end i was basically purposely avoiding coins just to be able to explore the level, which seems to kinda defeat the purpose of the hack...
This was mostly noticeable in the level "Climb".

Well, that's it for now. This was a pretty solid demo, and i had a lot of fun playing it!

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My Youtube Channel
It is supposed to be on the easier side, as my two previous hacks has been on the harder side. Yeah I agree on the "climb" level, I completely redesigned it three times during same day just before making this thread.

I know about the coin disruption, its hard to nail as its too easy when there are coin everywhere, its chore to have exactly 100 coins, and its annoying having to go through same level few times just to hunt down one or three coins.

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Originally posted by JP32
It is supposed to be on the easier side, as my two previous hacks has been on the harder side.

Oh right, i see. And considering i have already played Mario's 100s Challenge (and oh boy, is it hard! xD. But it's a really enjoyable challenging hack!), i'd say you're doing a nice job with the difficulty of this one!

Originally posted by JP32
Yeah I agree on the "climb" level, I completely redesigned it three times during same day just before making this thread.

Yea, that level seems to still require some work.

Originally posted by JP32
I know about the coin disruption, its hard to nail as its too easy when there are coin everywhere, its chore to have exactly 100 coins, and its annoying having to go through same level few times just to hunt down one or three coins.

I see what you mean. Having exactly 100 coins would indeed be a problem (especially since your hack has a non-linear approach to the coin hunt theme, rather than being a linear level as i've already seen a few other hacks do).
You'll have to find a middle ground for that, in a way that the level is generous enough so it isn't a chore to complete, yet it doesn't have too many coins available to make it trivial.
I think the level that best nailed this so far is "Ic-y", and i'd say that's mainly due to 2 factors:
1 - The level doesn't have any places concentrating a high number of coins (which happens sometimes in a few other levels).
2 - Since the coins are frozen, they don't get in our way, so we can easily explore the whole level.
The level "Corridor" also does a good job with that, and for basically the same reasons, the coins are well distributed throughout the level, and often don't get in the way of the player.

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My Youtube Channel
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Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2019 - Unnamed hack about collectin' coins DEMO

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