Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - JAMH: Demo 1 Released!
  
User name:
Password:
Reply:
 

UserPost
Kario
Posts: 275/2082
Well, dled it and beat it. Pretty fun, the time is insane on that maze level though. Had 21 m-seconds when I beat it. It is cool though, I like it.
The Great Guy
Posts: 64/170
Originally posted by Juggling Joker
Originally posted by The Great Guy
Huh? I beat the candy warehouse but no new path appears. Is this to be added in a later version or does it just lead nowhere?


It lowers the gate above the Chocolate Temple.


Oh, I just didn't see the gate there in the first place.
Juggling Joker
Posts: 90/1033
Originally posted by The Great Guy
Huh? I beat the candy warehouse but no new path appears. Is this to be added in a later version or does it just lead nowhere?


It lowers the gate above the Chocolate Temple.
BookReader
Posts: 71/232
J.J. This is a very good hack. I don't find it all that difficult, but the level design is especially good (as well as all of the custom GFX). I think this hack will rank up there with DWTLC and the Second Reality Project.



Originally posted by Juggling Joker
Another good catch. Maybe I should ask you to beta test for me next time...

The regular switch blocks look the same when you hit them. Of course, THEY actually display in the same color as the block they temporarily replaced. Easy to fix. Good thing I was making one final check before I released the fixed version. Thanks a bundle, Blisseh.

PS: Please keep the entrance to the switch palace secret.


This is why I always try to get Blisseh a copy of what I
The Great Guy
Posts: 60/170
Huh? I beat the candy warehouse but no new path appears. Is this to be added in a later version or does it just lead nowhere?
Golden Yoshi
Posts: 41/693

This was an entertaining hack. I didn't find it extremely difficult, just a bit annoying in the Candy Warehouse and the Lollipop Fields, the only problem are a few tricky jumps and whatnot. Very good, definitely one of my favorites if not my favorite hack this year so far. I even ate some Gummy Bears and Swedish Fish while I played.
The Great Guy
Posts: 59/170
I have one comment on this release:

YAAAAAAAAAAAAAAAAAAAAAAAYYYYYYYYY!!!!!
Toadeeboy
Posts: 112/264
Awsome. It's very unique both in storyline and actual levels (as is my hack, which takes place upon an island chain that Mario gets stranded on), although parts can be hard. I especially like the lollipops! I haven't played through the whole thing yet but I've noticed this is very good. So far that I've played the only custom blocks are 1-way blocks, but that doesn't matter as it's too original to...uh...exist.

Everything I just said in two words: Nice Job!
RapTop
Posts: 80/168
This hack was really funny. not to hard and not to easy...
Keep up the good work
Juggling Joker
Posts: 89/1033
Hmm, midway points isn't a bad idea. I'll work on adding some.
DisruptiveIdiot
Posts: 15/147
I love it! The difficulty is kinda insane but I still enjoy it. After you get about 10 game overs you get the hang of it and it's actually possible BTW like the switch palace secret.

Edit : You should also edit the castle entrances and stuff to fit the candy theme, I think there was a thread on it before.

Edit2 : If you're serious about making JAMH easier you HAVE to add midpoint entrances. You should position them after a big obstacle so there's still a challenge and those who make it across won't feel frustrated if they die after the big obstacle.
Smallhacker
Posts: 113/2273
Great and SWEEEET /lamejoke> hack!

A little hard, though.
Juggling Joker
Posts: 88/1033
The spike traps, as I like to call them, are indeed very hard, but you will get better with time. And I went out of my way to make sure you at least has a powerup before each one, just in case you haven't mastered it yet. I will definitely consider moving them apart a little bit, though. The cheep cheep pit is also cheap (heh heh), so I will work on fixing it as well.

And I meant to increase the time on the maze, but I forgot. How does an extra 150 seconds sound? Not enough or too little?

About the factory, nope, there isn't a secret exit. There is a secret room, though. Also, there's a POW that I hid that you could use to make certain parts of the level easier if you're having trouble. I've also been thinking about adding some Heart blocks under key jumps to make them easier if you have the switch palace.

One thing that I forgot to mention earlier is that if you really want to challenge yourself (more than you already have, apparently), try to get the Dragon coins in each level. Some are easy, but some are downright impossible to complete unless you know the levels perfectly.
Kario
Posts: 262/2082
Why do so many people use savestates in levels? I use ZSNES, so I just rewind if I mess up. Same thing, but quicker...
hhallahh
Posts: 79/607
Well, all done. I only have a couple comments that haven't been mentioned yet (I think.)

1. The time limit on the candy maze is pretty harsh. I used save states so I could just load every time I made a wrong turn, and I still beat the level with under 80 timer ticks. It would be frustrating otherwise going your first time through.

2. In Iggy's castle, some spots seemed pretty much impossible to get through without taking a hit. The cheep-cheep pool with the spikes on the top/bottom was too crowded. And also during the spot where the spikes variate between two on the bottom / two on the top, you need to jump in the exact right manner to get past if you're Super Mario. This was also in the first level.. kinda annoying.

3. The secret exit to the switch palace was well-placed. It was actually too easy, if anything, but.. it didn't feel too easy. The room with the key was well-designed. Idunno if there are any other secret exits (there's a pipe in the factory that I never went in, but I doubt it'd lead anywhere, since the normal exit leads nowhere..), but.. yea.

Overall, it was pretty damn good. The graphics are nice.. sometimes they're repetitive (there needs to be more background clutter and the such), but the levels were for the most part well-designed and all. A worthwhile hack.
Juggling Joker
Posts: 87/1033
Shush shush! Palace secret!

And yes, I should've noticed that myself. I also didn't fix the door or the other message box you mentioned. I'm a doofus sometimes. They will be fixed if any more significant problems are brought to my attention.
Alastor the Stylish
Posts: 501/7620
By the way, it says "Ancient Prophecy" in that area, but that actually doesn't make any sense in the context. I think you mean Proverb Sorry I didn't mention it earlier, I forgot =/ And I didn't mean to find the Casino Palace, really, I was running in that direction and didn't stop in time...
Juggling Joker
Posts: 86/1033
Another good catch. Maybe I should ask you to beta test for me next time...

The regular switch blocks look the same when you hit them. Of course, THEY actually display in the same color as the block they temporarily replaced. Easy to fix. Good thing I was making one final check before I released the fixed version. Thanks a bundle, Blisseh.

PS: Please keep the entrance to the switch palace secret.
Alastor the Stylish
Posts: 499/7620
Hey, You also need to fix the doors there. The double doors don't look like doors. I thought maybe they were and went up and tried to enter but failed... Because I was in the middle. You need to cut one out, or use the giant boss door. In addition, I found the secret exit to the switch palace... I loved the poker chip coins especially. Edit 2... The poker chips stacked to the cieling are glitchy. Jump as super or fire mario into them and you'll land on the top and then be pushed off to the left.

Edit AGAIN...

The heart blocks, when hit, look like yellow face blocks until they come back down.
Juggling Joker
Posts: 85/1033
Hmm, that's a curious bug. I thought I had eliminated all walls that did that. It used to be that you could spin jump into pretty much every wall if you timed it right, or use slopes to jump backwards into walls. The reason was because I made the walls act like the connecting peice of a slope, but with a left or right only block applied. This way I could have slopes that ended at a drop off. I've since fixed the problem for most walls, but it appears I forgot one. Thanks!

EDIT: And verified. I'll release the fixed patch in a couple of minutes. I'll touch up a couple of other problems while I'm at it, such as the beginning stage and the thwomp.
This is a long thread. Click here to view it.
Acmlm's Board - I2 Archive - Super Mario World hacking - JAMH: Demo 1 Released!


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.003 seconds.