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The General Playtesting Feedback + Bug Report thread
Forum Index - Events - Super Mario World Central Production 2 Completion Project - The General Playtesting Feedback + Bug Report thread
Pages: « 1 »
This thread is for general purpose feedback and bug reporting for the game as a whole. For example, issues can include things such as global graphics critique, custom sprite critique, hack difficulty discussion, overworld feedback and other similar topics. If you have specific feedback about a specific level, you should post it in the level's thread.

When reporting feedback or bug reports, please mention what version of the base rom you're using, as well as what emulator you're playing in.
Only played the first level so far but one thing seemed a little strange to me. The noteblocks have a bass clef sign on them now, but the sound effect is still high pitched. Shouldn't it be a couple octaves lower?
Otherwise it's pretty impressive and I'm looking forward to playing through it!
World 1 complete! The only issues I ran into were the No issues so far, everything seems to be working well! The overworld design, graphics, and music are beautiful! Had a quesiton, is the hub level a test/WIP level? There was some cutoff/glitched graphics in that level in that level. The intro before starting the game also seemed pretty glitchy looking. Just wanted to let you know just in case! Keep up the great work, I'm really enjoying this hack!

Edit: Just completed world 3, haven't started on World 2 yet. Have ran into a couple of issues involving some glitched GFX and difficulty issues mainly with two levels. I'd post in the individual World/Level forum threads however don't have access to post on them. But I did want to give you my feedback:

Koura Crevice

So with the level "Koura Crevice", the difficulty seemed to get much harder compared to the other levels in the game I've played. Mostly there are some areas that you can get stuck such as if you accidently place the springboard right here, you could get stuck not able to go to the right as you'd be bouncing against the top slope as seen in this picture.



You also usually get forced hurt around this area with the chuck attempting to get the SMWC coin if he bounces Yoshi into the ceiling.



Now onto the main difficulty area in this part, the area with flying in the blue shell was personally an area where I died quite a lot, especially since there's not a lot of larger areas for Yoshi to spit out the shell and then put it in his mouth again since it'd be extremely hard to get to the end without spitting out the shell/eating it again due to some of the enemies that appear here. This may not be an issue for others, unless if anybody else found this level in particular harder than the other ones played up to this.

There was also some glitched GFX here such as these tiles:


In this picture, the main glitched graphics is the tile a bit up/left of the ON/OFF switch, and the other one is on the up/right of the brown/used block. It's kind of hard to tell in this picture and it's more noticeable in gameplay.


This picture has the rock background in line with all of the lanterns.


In the last area of this level, the background appears glitched.

Shenmi Frica-Sea


This level played as Donut Plains 1 from the original SMW.

Anyways, I'm really enjoying the hack so far and I love the fact that you're reviving this project! It's been great and I've been loving the whole feel of this hack. #tb{:j}
@containercore: Didn't notice anything odd with SFX in there, but I do have an idea of what can cause it, as it's also noticeable in levels like Ice-Floe Inferno and Shivering Cinders. It's related to instrument tuning in the respective songs. Since the same tuning method was used for the song of this level, all is a matter of manually rewritting notes and have no pitch tuning commands to be used.

@SimFan96: The issues pertaining Koura Crevice are known, as well as not having Shenmi Frica-Sea inserted yet. Both levels are on revamping process, so just ignore these for now.

While I'm at it, do note that not all levels were ported yet. We've ported up to Stone Sea Sanctuary, and the other exceptions are Crumbling Catacombs (W5), Ice-Floe Inferno (W8) and Shivering Cinders (W8).

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MK2TDS
Originally posted by Blind Devil
@containercore: Didn't notice anything odd with SFX in there, but I do have an idea of what can cause it, as it's also noticeable in levels like Ice-Floe Inferno and Shivering Cinders. It's related to instrument tuning in the respective songs. Since the same tuning method was used for the song of this level, all is a matter of manually rewritting notes and have no pitch tuning commands to be used.

Yeah it's not an 'error' per se, just raises the question in my head why the noteblocks have been reskinned with a bass clef but they don't produce a note in the bass range.
It was just because WhiteYoshiEgg drew the bass clef block years ago and we all liked it. There was never any intention to alter the pitch on the note block.
^ yep. It's also a continuation of sorts of SMWCP1, where I drew a treble clef on them.

It's not a bad idea to have the sound reflect the symbol, though at this point it'd probably cause more confusion than it's worth. (if you don't get the musical joke, you might think the new sound indicated different block behavior.)

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Just spent some time playtesting the latest version of Playground Bound (original by GeminiRage/GeminiSunfall, latest revamp by Minish Yoshi). I haven't played the original in a while so admittedly I'm unclear on how much has changed, but what I can say is that it's a really good level either way - it's got very interesting gimmicks and as a whole is fun to play throughout. I especially like the way that the level encourages saving the cape powerup (foreshadowing the SMWC coin at the end) without ever necessarily making it required. It's just the right difficulty for a world 6 stage too. Excellent work.

Anyway, here are the comments/complaints that I do have:


- When you get the trampoline for the secret exit, it's possible to end up stuck here if you break into the walls without having the cape powerup by just using one of the nearby shells to get in. I know that this is something that any player is probably pretty unlikely to do by accident (though I almost got stuck there myself on my first run), but since there's no time limit or any way to die in there IF it somehow happens then it's definitely something that should be fixed. My advice would be to just replace the ground in that little chamber with a pipe that will spit you into some other part of the level.

- Speaking of the path to the secret exit, I think the final room before you get the room with the key & keyhole drags on just a hair. The whole gimmick of "wait for the right color of shell and hit those blocks with it" is a pretty cool trick for a time, but it gets really old towards the end of the room after doing it tons of times since the section ends up becoming more of a waiting game than anything else. I think this section just needs to be shortened a bit; personally, I would remove the bit where you're expected to yoshi-throw a shell through the wall to hit a block, if only because I don't think the level needs to stoop down to requiring exploiting the original game's glitches (and the jump/throw combination you have to perform is a little precise IMO).

That's it. Otherwise I think it's pretty solid.

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Currently doing a walkthrough of all the VLDC11 levels, in order of ranking. Reviews of each level are included in the comments!
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Forum Index - Events - Super Mario World Central Production 2 Completion Project - The General Playtesting Feedback + Bug Report thread

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