Merry Christmas, all! After quite some time, I have constructed a three-part removal log. This is going to be a long post...
Hack Name: Xano's Quest Demo 1
Length: Unknown
Author: Voltega
Description: Xano the Hedgehog gets turned into a plumber and teleported to a stange world. This is only a demo, please tell me what you think.
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It did seem that you had an interesting storyline prepared, but other than that, you could use some work on this hack. The few levels of gameplay weren’t particularly good, and it felt like you were just throwing objects and sprites here and there for the most part. Hopefully, you will be able to improve upon this style for the better.
The palettes for your berries are a bit eye-searing. I'd recommend finding the palettes and adjusting them to look correct. Or, you could just use a palette file from a ROM file with the correct palettes. And the group of letters in the Title Screen look obnoxious in my opinion. You could just change that to a small row of text for a nicer effect.
Yoshi's Island looks funky now with the second set of stairs going up the mountain and green bridge. You may want to tidy that up a little, so it isn't cutoff or weird anymore.
Due to the invisible coin blocks above the purple triangles here, it is possible to be pushed against a wall and die. Remove those unneeded blocks.
I just thought this was a bit overload on the bullet bill shooters, but it isn't too much of an issue really.
There's no reason to put munchers there, and they cutoff into the slope. Again, remove these munchers.
Although this does already appear to be a Yellow Switch Palace edit, I am unable to tell do to my unability to make this jump.
If you intend on using lava in a grassland level and the like, change the palette so it is at least red or a realistic color.
Those bullet bills along with many others did not have any sound or shooter to indicate their presence. Do something so that the player may be able to tell that there's an armada of bullets coming their way. You also included some relatively boring stretches of land as well.
Because I hadn't brought any of the items from the previous area, I am unable to retrieve them or proceed without taking damage and fitting throught a tight jump afterwards. If anything, at least allow the player to go back and get an item.
Your slope is cutoff where it meets the bridge and water. Simply put a solid edge here to prevent this.
Once again, fix your lava's palette to something normal such as the lava palette found in castles, and there is some cutoff where the top-left and top-right corners of this large net piece.
There was no indication that I had to spin-jump in this spot. I could have easily died here, and it is easy to have your timing wrong and fall into the lava. That is unfair to the player.
This isn't as much as a problem since this is a closing level; however, I would advise that you use a fresh level for a closing instead. More importantly, do not include message boxes in levels with Layer 3; as, it will stop the Layer 3 from being evident in the level.
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Hack Name: Jared World Is Super
Length: 30 levels
Author: moltensnow
Description: This is my second hack. My first hack is called Super J Word, but that was blatant level edits. My hack has a few custom things, along with some funny moments, so enjoy! Also, beat the level "Generosity" first or its pathway won't open. I'm also working on the full version and it will be done in a few weeks.
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Although this removal may make out to be harsh, I'm seriously not trying to be cruel or anything. I mean, I've played many worse hacks from around. It's evident that you did put effort in to this hack; however, you could do much more to improve upon it at the same time.
For the most part, gameplay was dull and needed improvement. You could add enemies in the barren flat areas and involve a larger variation of landscape and scenery within your levels. Another thing that was strange was your music selection. Generally, it didn't fit in with a majority of your levels. I'd recommend going back and changing the music selection to fit the selected level. Plus, you had odd time amounts for your levels. To make the time reasonable, you could go back and play through your levels at a
comfortable rate, and add around 100 to 150 seconds to the individual level times.
A major issue you had in this hack was a faulty Overworld. Sometimes, strange events happened at times. Other times, I could move to further levels of which I hadn't completed the previous levels. And to add to that, you left the Switch Palaces and Castle undestroyed after completion and the palaces available to entrance after completion. For help, you may wish to take a look at the
Overworld Editing Tutorial in the Tutorials section.
Now, time for screenshots...
The birds you included in the Introduction level seem to bounce around the screen, so simply remove them.
On both of your maps, the paths are primarily revealed at the beginning of the game. Set them to activate upon certain events that occur upon beating certain levels.
Whatever effect you were trying to achieve mentioned by this message block did not work, and please do not actually do this. Also, I do like your attempt at making new GFX in general, but they somewhat look odd, especially the small "Koopas" and their kicking frames. And, the Koopas have an oddly colored lower part of their heads. I just wanted to point that out.
As mentioned earlier, try to avoid flat and blank stretches of land. There was much of this in the hack too.
All of your coin tiles are glitched. The graphics for it should be in GFX00.
I'd just like to note here that I personally feel that the extra vine sprites here aren't really necessary. A plant eating itself looks awefully strange to me.
Those are all examples of blantant level edits. When creating a level, be certain to first delete everything in the level with CTRL + Delete, and try not to let any original SMW levels influence the creation of your levels to too high of an extent (i.e. taking parts of any the original levels). These are most of this type of flaw in the hack.
You are still capable of entering into this pipe and aother later in this hack from the left side. Be certain use the object that has the proper tile with it.
Move the mole jumping sprite location down one tile so that it the leftover object is not cutoff.
All of these images are cases of use of objects placed on the bottom row of tiles. Simply move these up one tile so that they appear in game.
That goal sphere is in a slightly abnormal place and has incorrect graphics. You can set the sprite GFX used by the level so that it and other sprites don't glitch, or you can make a pipe leading to a level with the goal sphere correctly used.
You used the incorrect corner tiles here. Instead of those, use tiles 101 and 103.
Here, there is a lot of slowdown due to sprites. Along with that, you included no evidence to the Torpedo Ted generator here, and the cement blocks cutoff into the water. Use ExGFX to fix the cement blocks if you do not wish to remove them, and add the appropriate object to indicate Torpedo Teds' presence.
You used the incorrect GFX settings for the two sprites here. Either remove them or fix them in a similar way to the goal sphere.
This is just a recommendation, but if you could fix it so whenever there's a pipe with something behind it that you could remove the background without instances of cutoff, that'd be wonderful. And, there's a tad bit of cutoff where the pipe meets the water.
The pipe I'm on here is located on a horizontal screen boundary. Just move it to the left or right one tile.
I'm taken back to the beginning of the level from a different pipe in that sub-level. Why not have it take me to a secondary entrance?
When you use those Porcu-Puffers in a level without tide or water enabled, they are able to swim around everywhere as seen in this image. Either remove them or use a tide.
The edge of land is cut by the lava. Add an edge to remove this effect. Plus, the lava glitches during sprite interaction, so remove it or the dolphins.
I'm able to enter this structure from the bottom "escalator" block. Move it down a tile to fix this issue.
Try to place a walk-through object underneath the door so it doesn't appear to be randomly floating.
It is preferred that you do censor inappropriate terms like in this case; however, there is no purpose or sense in using those terms. The generic "Thank You," message was perfectly fine. And, it'd be nice if you could fix the run-on sentence to be two sentences.
The castle tile isn't destroyed upon completion.
For the most part, you still kept the problems that were originally in this area. If you would, redo this small part of the level so it does not include the problems mentioned previously.
This wasn't a true issue, but you may wish to fix the key's outline and make it hidden from the keyhole some degree more.
Grey lava can still be found, and the bottom of the net is cutoff. Add the required tiles to the net, and fix the lava palette to be a realistic shade of red or the original red palette.
That fish is able to jump through the rock platforms here among others.
Throughout this entire level, there is a high rate of slowdown. Remove a large quantity of these sprites to correct this mistake.
It just feels awkward to me when there's no visible level tile for me to reach for.
Both the Yellow and Red Switch Palaces are available to entrance after completion, leading to a blank room in both scenerios.
Both the brick walls and pathway are cutoff here. Replace the walkway with a bridge, and add blocks as ends to the brick walls.
One of the secret doors leads to a room with a pipe leading to this level. Redirect it to the Ghost House again.
I was easily able to collect these 3-UPs. Remove all of them, for they are typically only supposed to be used once per world.
You placed far too many sprites in this level, and it causes massive slowdown. There's also Porcu-Puffers in this "grassland" level.
Remove that 3-UP moon as well due to a similar ease as the group mentioned earlier.
Without any effort, I was able to drop that p-switch through your slope. If applicable, make this slope raise gradually.
Put solid edges on your two structures here to get rid of the cutoff.
Do the same with this structure as you did above.
Technically, I could have flown over the wall here before entering the pipe to quickly skip the ice section.
Due to all of the Koopas you placed here, I suffered from extreme slowdown. Please remove several of these.
Excluding the one question mark block with a key in this level, all of the blocks contain a Yoshi, leading to a high stock of 1-UPs. Change them to regular blocks to avoid this.
Those munchers are floating, cutoff, and totally unnecessary on that bottom path. I'd recommend to a large extent that you remove them.
Out of nowhere, the level became dark because of the presence of the spotlight sprite. This produces an incorrect GFX for the spotlight sprite's image. Delete the generator or move it earlier in the level depending on what you had intended for it.
I just felt uncomfortable with the Red Switch Palace's level tile being offscreen for whatever reason.
The FG initial position settings were set a tad bit high here. Set them to a lower setting to fix this.
Unfortunately, I hadn't brought a p-switch with me; thus, I was forced to die. Do not do this! If you wish to keep this aspect, which is not advised, at least put a door leading back to the beginning of the level.
I just wanted to note that I was able to access the last level before playing the level preceeding it.
Of course, there was a pipe leading to the end of the level at the entrance.
Again, I would suggest reading about how to make a functional Overworld by reading
this thread. For useful advice when making levels, I'd recommend watching this
video. Feel free to post any questions in those two threads.
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Hack Name: Super Yoshi's Adventure: Seven Silver Stars (Christmas Demo)
Length: 8 levels
Author: JVyrn
Description: This is a little something I've been working on for the past month or so, after not working on it for several. It's pretty much one of my attempts to fundamentally change how the game works.
Features:
Yoshi actually plays like Yoshi
Various graphic, sound and gameplay tweaks
Custom music in every level
This demo covers most of World 1, though due to time constraints is missing two levels and the boss, though all finished levels are fully playable.
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I will admit - I had an entranced feeling when playing this hack. What mainly caught my attention was how you not only used YI graphics and enemies, but you also incorporated the most you could to make Yoshi seem to be more of himself. The graphics for Yoshi himself were somewhat off, though. And, you overused skills like wall-jumping and the like to a tedious amount. To summarize, I loved the custom abilites that tie in with Yoshi in this hack; however, I didn't particularly care for the gameplay at general. You seemed to focus on those abilites rather than the playing of the game itself.
Yoshi dies in your Title Screen, causing the player to play forever in that level. Don't allow Yoshi to reach that end of the screen during the recording.
I merely found it odd that I was Mario in the Introduction level.
A constant nuisance in this hack to me was the fact that you often used blocks that were randomly jutting out or into land. It was unappealing, and I'd suggest that you go through and take most of the random blocks out.
There's some sprite limitations with the platforms here. You could apply the patch that fixes this or set the sprite settings to fit this better.
Within most of the levels, it seemed that those random streams of smoke would run along the screen at times. I believe that this is caused by the Ptooie Plants that shoot objects at you.
During one part of this level, you overused that enemy a bit too much in my strong opinion.
I loved the idea of eating the goal; however, it had two problems. You could end up swallowing the goal, ending in death. Or, you could potentially walk off of a cliff or run into a spike or enemy during the victory walk.
The sprites here cause slowdown for a second or so.
The plants below cause a ton of slowdown, and the Dragon coin here is glitched in the top half. Move it so it is no longer on a screen boundary.
To fix that palette of the coins from showing up, apply the
Fade Fix patch.
If you don't have a level prepared yet, you might as well just place a goal sphere in a level or not even include that level entirely. And obviously, do not place a message block in a level with Layer 3 of which you're well aware.
Those three images contain instances of you using tiles on the bottom row in LM. Please move the objects up one tile to prevent this mistake.
Your Overworld glitches up to what appears to be dynamic sprites. If that is the case, apply
this recently developed patch.
You used this set-up for the castle a bit too much in my opinion as well. The candle generator sprite is missing in this level along with that.
I thought it was a bit strange having normal Dragon coins here considering your use of different coins.
Is there a specific reason for these stair tiles here?
The FG initial position settings are too high here; set them lower until you get the correct settings.
When I shot out the spike ball, it glitches up. Fix this in the proper GFX/ExGFX file.
I just wanted to note right here that some of your wall-jumping segments are incredibly annoying.
The Koopas cause some slowdown here. Remove a few of them.
I managed to wall-jump up to this area; which, the path leads me back to the teleport blocks.
That jump was completely blind, so at first, I was unaware that the door I need to go in was down there. Please indicate that you must make that jump.
I just found it a bit odd personally that those identical blocks were walk-through. You could make them a different shade or texture.
After making it over the translucent boxes in your "last level," I got hit and separated from Yoshi. I then found out that Mario had some glitchy tiles along the way.
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*Takes an long breather* Man, I am picky... >_<