Removed
Hack Name: bowser's armada (demo)
Lenght: 9 levels
Author: One Chance Speedrunner - Submitted by: One Chance Speedrunner
Description:
okay two more tries or else i will stop submiting hack's! I know you hate to download it all the time but i'm a newbie sorry.
well if it works then there's two more stages after the castle. and help me fix the walking problem in the star world okay! ^^
Removal Reasons:
There are some grammar issues here and there, but this shouldn't be a big deal, considering that English isn't your native language. Still though, I would recommend writing the first letters of the level names (see below) in uppercase - this shouldn't hurt at all.
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The first submap is a blatand edit of the Yoshi's Island submap, from the original SMW. There are also some small perspective issues within it (such as the level located near the edge of the big island where Mario is at. In my opinion, it would be more appealing if it was located towards the bottom of the submap even more). Also, those stairs found in the small island where the first castle is located at are cut-off. I would suggest putting those rock graphics that Mario can climp in there, instead of the stairs graphics you are using - they would not cause cutoffness, as opposed to those stair graphics.
It seems like you misspelled the word "Tutorial". Also, since most of your levels' names aren't written all in uppercase, it would be good if you did the same with this one.
Another misspelling here - "small" has two "l"'s, actually...
Another issue that is really noticeable in your submap is that your events are kind of messed - when making them, you should paste the tiles onto your overworld in the order you want them to be revealed. Please fix that up as well, because the events are rather weird in the way you set them up. :/
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The first level's palette is identical to Yoshi's Island 1's palette, making this level look rather boring (no offense). I highly recommend playing around with palettes a little more - you can even make your own custom palette for that level! Be CREATIVE! :3
This is a common "bug" that happens when people use the "Surface Jumping Fish" sprite in Layer 1 water - I only recommend using this sprite in Layer 3 water, because it works just fine when used in it, as opposed to when it is used to Layer 1 water.
This happened by the time I entered the only exit enabled pipe in the level - the screen isn't supposed to be seen from the top and then scroll down - to fix that, simply change the Layer 1 (FG)/Layer 2 (BG) initial positions to C0/C0 (for more information about that, check out
this section of the F.A.Q..
In this area, what happens is completely the opposite; the screen is initially seen from the bottom of the level and then it scrolls up. In this case, you should change the FG/BG initial positions to 00/00. If that doesn't work, try changing it to 00/90, respectively.
Also, you should move Mario one pixel downards, since he actually doesn't enter that level correctly (actually, it is not easy to notice that, but even them...).
Nothing big here, but you seem to have overused question blocks with coins in them a little too much, in my opinion.
There are only two things here that, in my opinion, should be edited:
1) You may be interested in writing "i" with an uppercase "i", instead of using it in lowercase, which is gramatically wrong;
2) I reckon you should put either a "." right after "...in here", or a comma, so that it turns out more "correct".
I would suggest not to use berries in that part of the level, since they do not fade up as the rest of the objects found in the level do, and I myself think this makes that area look kind of awkward. Also, I noticed that you also put a berrie near the right edge of the bush, and it is not supposed to be placed there, actually - you see, the berries are supposed to be placed in the "lighter" part of the bushes.
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Those question blocks placed in the middle of that pond look cut-off, and frankly, it doens't look nice like that. Try placing them off of the water tiles, instead.
I see what you were trying to do here, but those water tiles being used as a sort of waterfall don't look so good the way they are, and they look rather cut-off as well... sorry. :<
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You apparently misspelled the word "press". Also, since Bowser is the name of someone, I think you should put the first letter of his name in uppercase. Also, right after "it's all about water and water", I think you should add either a comma or a point once again.
Try setting the BG/FG initial positions to 60/90, respectively, for the secondary entrance of this area (which is located above the door that is accessible by pressing the yellow switch).
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The fourth level was one of the most well done levels from this hack, I would like to say. Still though, I have some small complaints about it...
That yellow pipe leaded me to the beginning of that underwater area... not sure if that's intentional. :/
The midway entrance of that level is located WAY FAIR AWAY from the actual midway point. I mean, you really should move it closer to the midway point - I'm sure the area it is located at isn't supposed to be accessible, is it?
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That Chargin' Chuck that is floating in mid-air is definitely weird. If you moved it down a tile, I think it would work properly.
Once again, you need to fix the FG/BG initial positions here.
Also, I would suggest again not to use the "Surface Jumping Fish" sprite in this level, since it does not use Layer 3 water, and that sprite seems to work strangely in Layer 1 water, as I said before.
On another note, the midway entrance for this level NEEDS ALSO TO BE MOVED NEAR THE MIDWAY POINT. Make sure to do so by the time you fix things up. ;)
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The first part of Iggy's Castle features Thwomps and Net Koopas altogether... the problem is that each one of those sprites use different sprite memories, and they cannot be put in the same place. You shall have to remove one of those sprites of that portion of the level (sorry for not taking a screenshot, I'm too tired to do that. D
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It doesn't look like there are spikes downards this part... does it? But there are, in fact - I don't think it is a good idea to put stuff on the very bottom row of the level, since you can't really see what is in there by playing the hack.
Another example of sprite memory issue found in that level - make sure you set the sprite memory to 0E for levels that use that spiked ball sprite in them.
There are some grammar mistakes here as well - I'm pretty sure "her" is supposed to be written as "here", and I'm almost sure that, by writing "to" (which is located before "bye bye"), you meant "so", so make sure to fix that as well. Also, as I said before, you may be interested in writing "i" in uppercase, instead of leaving it in lowercase.
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You should fix the FG/BG initial positions for this level, so that the screen doesn't start being seen from the bottom and them scrolls up.
You should add an apostrophe in all of those "im", so that the player really knows that they mean "I am". I also suggest adding a comma right after "hello".
Once again, you should fix the FG/BG initial positions for the secondary entrance of this area of "Mario's House". I died in this area of the level because the FG/BG initial positions were wrong. Make sure you set them to C0/C0, respectively.
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Make sure to fix the errors I pointed out and your hack shall finally be accepted. ;)
Now let's go for some suggestions to make your hack even better than what it is...
Suggestions:
- As I said before, try fixing the most noticeable grammar mistakes, at least, and to write "i" in UPPERCASE instead of lowercase;
- Try using custom palettes or even different palettes for your levels, so that they don't look like the first levels from the original SMW - trust me, they will turn out adorable if you do that; ;)
- Play around with FG/BG initial positions, so that Mario enters the level correctly, without having the screen to scroll up or down;
- Make longer levels in the future - most of your levels were rather small, and I reckon they would come out better if they were at least little longer.