File Name: | Super Mario World Pikachu Edition Demo 2 |
Submitted: | 14-01-2016 07:58:46 PM by S.Grassthehedgehog |
Authors: | S.Grassthehedgehog |
Demo: | Yes |
Featured: | No |
Length: | 10 exit(s) |
Difficulty: | Normal |
Description: | The Demo 2 of SMW pikachu edition Now have 10 levels some custom musics and the old levels have get modifications play the demo 2 much more good and now difficulty is normal not hard i don't have create the pikachu/raichu graphics you can download the graphics here http://www.smwcentral.net/?p=section&a=details&id=2500
|
This hack has two main reasons of rejection: a
quality matter and some
technical matters.
About the
quality, your hack isn't decent: your levels are mostly flat and linear; plus, I spotted some cases where the level kinda recalled the SMW ones (like in "the water of ghosts"). I'm not saying the whole design here is awful though; infact, I liked the walljump mechanic you added. The level "walljump", while it's pretty small, is probably the best designed level of the whole hack, since you used the gimmick to create a challengy section which makes a good job at entertaining the player (despite the last jump being a bit unfair, since you can't see the block you have to land on because you put it in the last row in Lunar Magic).
Sadly, this hasn't been done in any other level: as I said before, most of them coinsist of just jumps and avoiding enemies. Be creative: just like you did with the walljump gimmick, use the SMW sprites and gimmicks (even custom ones if you wish) to create situations which are more interesting to pass.
So yeah, one of the main requirements is to have a decent level design. If you don't know what a "good design" is, I'd suggest you to read
this tutorial containing some very good tips. There is also a funnier way to learn about design, which is by playing
some of our accepted hacks, so that you can get inspiration for your own hack.
Also, before submitting your new .ips, be sure to have some people play it for you first, so that they can give you some more feedback.
Take a look here if you want to get some testers. Remember that you can use your file bin to share your .ips for your testers.
For the
technical matters, there are quite a lot, though there is a major one which needs to be fixed:
your overworld events are broken. I noticed that you used the same event for multiple levels. You shouldn't be doing that, since you can't activate an event which has been triggered already. Instead, each level must have its event; don't forget about the levels with two exits, they are supposed to activate event X for the normal exit, and event X + 1 for the secret exit (where X = your event number). This is one of the main offenders, since I can't seem to get to the castle level. I'm expecting this problem to be fixed in your next update.
Once you fixed these two main issues, submit your .ips again.
There are other things you should consider fixing, they're not as major as the previous errors, but fixing them would be nice, and would increase the chance of your hack getting accepted:
- Taking someone to proofread your message boxes; the grammar here is not very good;
- Again, get some beta testers, since there are silly errors scattered around your hack, like
this (placed a solid block in the last row of Lunar Magic) or
this.
- Your player's hitbox is weird for "Big Mario", "Cape Mario" and "Flower Mario", since the player will still look like a 16x16 one GFX-wise. I'm pointing you an hex edit that should fix your problem:
Quote$00EB79: Change to A9 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario) or change it to A9 01 to have a 16x32 interaction field (like big Mario) (in conjunction with addresses $01B4C0 and $03B67C)