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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - SMW : Symphony of the Night
  
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hhallahh
Posts: 597/607
Now I can't find the Cheese Bridge secret exit. =\ It seems like there should be a pipe somewhere, but... I can't find anything. Huh.

[Edit]

Nevermind.. found it. Tricky.

[Edit 2]

Now I can't find the secret in the second Valley of Bowser level. =\

[Edit 3]

Found that one too.
fabio
Posts: 570/1479
What I don't get about the game is how the hell do you get out of Donut Plains 2. I can't seem to fnd the normal exit or the secret exit.
The Kirby
Posts: 41/48
In the beginning of the level, there is a yellow pipe on a floating piece of ground, and below it is another yellow pipe. Keep entering the top pipe (about 3 times should do it) and you'll reach the secret.
hhallahh
Posts: 596/607
Hm. I can't find the secret exit in the first Vanilla Dome level. Help, please?

Anyways, yes... the hack is good, level design is quite excellent. Which makes me somewhat dismayed about the Ludditic attitude towards custom overworlds / graphics / etc.... this hack would have been so much better if it just employed these features to a minimal degree. I would recommend the same thing that I recommended for FPI's Second Reality hack... make a custom overworld and rerelease it. Have someone make one for you, I'm sure you could find a volunteer. Please.
HyperLamer
Posts: 6271/8210
Use the Remove Midway Point block. Or just start the midway point in an area with a pipe leading back to the beginning.
Glyph Phoenix
Posts: 427/745
Disagree on that all you like, never being able to replay the beginning is still annoying as hell. If you keep the midway bar you should find a way (I listed two above) to let Mario play the level regularly.
Kanji
Posts: 37/47
Originally posted by Glyph Phoenix
TK's point is even more pressing than difficulty... better a player has to play an entire level over again than never being able to play the beginning again.

I disagree... I'd prefer to not have to redo the entire level if I just die once...
Glyph Phoenix
Posts: 426/745
TK's point is even more pressing than difficulty... better a player has to play an entire level over again than never being able to play the beginning again.

Of course, innovative level design can rule out the need for a midway point or the need to remove one... like if there is a way through the castle the long way and a way through the castle the short way and you can only go through the short way if you have the midway point gotten... this could be achived using 1-way blocks or simply steep 1-way pitfalls.
Francis64
Posts: 17/18
Originally posted by The Kirby

Yoshi's tongue (EX: lvl. 1FE): I noticed in some levels that you have the "castle sprite GFX header" set for some of the levels that Yoshi can access. Unfortunately, Dry Bones takes up both of the 8x8 tiles that are used for Yoshi's tongue in the castle sprite header. Thus, his tongue looks like a garbled mess. Change the sprite header for these levels, or put a "No Yoshi" sign for these levels so this won't occur.

Well spotted. Thanks!

Originally posted by The Kirby

Donut Secret 2: I don't know if you would consider this a mess up, but I found it odd that you can't access the rest of the level without triggering the Blue Switch Palace. As you know, the route to Donut Secret 2 on the overworld map is a short-cut to Donut Plains 3. However, you can't access the Blue Switch Palace without completing Donut Plains 3 first, meaning Donut Secret 2's short-cut is useless. I suggest changing the Blue ! blocks to green instead, or move this level somewhere that isn't on the path to the Blue Switch Palace.

True. I'll put green or yellow blocks instead.

Originally posted by The Kirby

Bowser's Castle: I don't know about the Front Door, but you have a Midway bar in the Back Door level. Even though the original game had this too, it's not a good thing to have. Since you'll be fighting Bowser, this level can not truly be beaten. That is, it doesn't have a valid goal. Say if I cross the Midway bar and left the level and saved my game. Every time I go to the backdoor, I'll be forced to the Midway entrance. Because Bowser's Castle doesn't have a valid goal, this Midway point cannot be cleared. Best to fix this up for the players who want to play the Back Door from the beginning.

I think that Bowser's Castle is a rather difficult level, and that it would be frustrating to be forced to play the whole level again after dying near the end (like in SMB).
Draconis Kenjishiya
Posts: 42/83
Ahhh, excellent. A game that defies the new standard by saying "Hey! Check this out! I can have cool levels and not a thousand pounds of ExGFX!"

...that's the entirely "anti-exgfx" side of me, of course, I was very amazed and envious of the talent of people like Ice Man, Peter and Smwedit, so...I'll shut up...

Nevertheless, this hack looks very good. I'll give it a try and edit this post later...

EDIT:
Holy crap! Your level design is amazing! You've inspired me to make due with what I can...onward to hacking!

*rushes off*

I beat Iggy's Castle and will play more later, it's a really well-designed and thought out piece of work.

~Drac
The Kirby
Posts: 29/48
I found a few more odd things that could use some patching.

Yoshi's tongue (EX: lvl. 1FE): I noticed in some levels that you have the "castle sprite GFX header" set for some of the levels that Yoshi can access. Unfortunately, Dry Bones takes up both of the 8x8 tiles that are used for Yoshi's tongue in the castle sprite header. Thus, his tongue looks like a garbled mess. Change the sprite header for these levels, or put a "No Yoshi" sign for these levels so this won't occur.

Donut Secret 2: I don't know if you would consider this a mess up, but I found it odd that you can't access the rest of the level without triggering the Blue Switch Palace. As you know, the route to Donut Secret 2 on the overworld map is a short-cut to Donut Plains 3. However, you can't access the Blue Switch Palace without completing Donut Plains 3 first, meaning Donut Secret 2's short-cut is useless. I suggest changing the Blue ! blocks to green instead, or move this level somewhere that isn't on the path to the Blue Switch Palace.

Bowser's Castle: I don't know about the Front Door, but you have a Midway bar in the Back Door level. Even though the original game had this too, it's not a good thing to have. Since you'll be fighting Bowser, this level can not truly be beaten. That is, it doesn't have a valid goal. Say if I cross the Midway bar and left the level and saved my game. Every time I go to the backdoor, I'll be forced to the Midway entrance. Because Bowser's Castle doesn't have a valid goal, this Midway point cannot be cleared. Best to fix this up for the players who want to play the Back Door from the beginning.
fabio
Posts: 388/1479
Did you get a chance to fix the escalator problem yet, Francis64? Put that to your "to do" list.
Francis64
Posts: 15/18
Originally posted by The Kirby
Excellent hack! I hardly ever find any hacks that have original levels and are possible and fun to play through.

I haven't reached all the goals yet (defeated Bowser at the front door) but here are a few design problems that I am currently thinking of.

Soda Lake: The underwater current in this level makes it feel rather slow and tedious, and it doesn't improve the difficulty of the level in a rational way. Remove the current.

Maze levels: These kinds of levels are rather frustrating to navigate through. They simply don't belong in a Mario game. I recommend lowering the difficulty of such areas so the player isn't punished so much when going through the wrong passages. I noticed this mainly in the ghost houses.

Unseen secrets: I noticed most of these in the Forest of Illusion levels where you have secret passages and such hidden below the screen or high above it in "No Vertical Scrolling" levels. I know you put some coins in the shape of a ? To help clue the player to a secret, but they're a bit too vague, especially when secrets are hidden in pits that a player would normally think to be deadly. A bit too much trial and error. Some of the secrets I wouldn't have found if it weren
The Kirby
Posts: 28/48
Excellent hack! I hardly ever find any hacks that have original levels and are possible and fun to play through.

I haven't reached all the goals yet (defeated Bowser at the front door) but here are a few design problems that I am currently thinking of.

Soda Lake: The underwater current in this level makes it feel rather slow and tedious, and it doesn't improve the difficulty of the level in a rational way. Remove the current.

Maze levels: These kinds of levels are rather frustrating to navigate through. They simply don't belong in a Mario game. I recommend lowering the difficulty of such areas so the player isn't punished so much when going through the wrong passages. I noticed this mainly in the ghost houses.

Unseen secrets: I noticed most of these in the Forest of Illusion levels where you have secret passages and such hidden below the screen or high above it in "No Vertical Scrolling" levels. I know you put some coins in the shape of a ? To help clue the player to a secret, but they're a bit too vague, especially when secrets are hidden in pits that a player would normally think to be deadly. A bit too much trial and error. Some of the secrets I wouldn't have found if it weren
fabio
Posts: 368/1479
Here's the picture to the problem on the escalator.



Look at the picture closely. There's two escalators in that room and both have the same glitch.

I have no other problems with the game yet except for this one. Other than that, it's a great hack. Good thing I had a save state before I found this glitch so I didn't lose everything.
Francis64
Posts: 14/18
That's because I spent all the efforts on trying to make good levels with what's already existing (no custom stuff) and this was actually time consuming (look at the dates on the title screen) and I was studying at that time.

Yet I'm not entirely satisfied with some levels (too hard or bad design). But I'm waiting for the complaints then I'll release a complete version.

Thanks for the comments anyway...
DisruptiveIdiot
Posts: 121/147
Damn man! You did this!? I nominate you for the nice hack award. It's a solid and well done hack and it's actually complete! You know how rare these are around here?
Francis64
Posts: 13/18
Originally posted by Dr. Weird
Ok, I found a glitch. In the first castle after you have to duck and jump across a lava and some spikes and go down the escalator, I fell through the floor and I'm trapped. Other than that as for now, it's a great game.


Wow! I actually feel terrible about this. I spent so much time testing my hack and I missed a glitch in an early level !
Thank you for reporting this.
I'm gathering everyone's advice/complaints and I'll fix everything all at once.
cpubasic13
Posts: 1267/1346
Those screens look pretty decent. They don't look bad at all. In fact, they look kind of original... except for the things inspired by other games, but that is for obvious reasons...

I am going to play it for a little while and see what it is like. Then I will give my review.
Juggling Joker
Posts: 964/1033
Okay, I played through the first world just now. The levels are fairly well made, but as I thought, the palettes could use some work. Which isn't to say I didn't like some of them, but others can use some real work.

You should design levels for JAMH for me.
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