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Yoshi strikes back [C3 Demo]




This ist the Thread of my hack:
YOSHI STRIKES BACK!
here are some screenshots and the download!
(Story is not in the Rom yet)






(Please report bugs if you find any(I'm sure you find some :P))
https://www.dropbox.com/s/kwhxs2es6jumzhb/Yoshistrikesback.rar







But where is Yoshi #ab{x_x}? I can see you have put a lot of effort here. Also seems like you used graphics from some other recent hacks I have seen but I am not sure. Until then, good work!
Doesn't look bad, but some palettes aren't good looking and this hack reminds me hell a lot Choconilla Rise and Lunar Legends.



Originally posted by Everest
But where is Yoshi #ab{x_x}?

Yoshi isn't in,because of the story :ü







Still, the title is misleading as I expect Yoshi to be the main character but as long as the story is fine, I will go with it.
Originally posted by Arctic Avenger
Doesn't look bad, but some palettes aren't good looking and this hack reminds me hell a lot Choconilla Rise and Lunar Legends.


^ This. It also looks like there's some stuff from some of my JDCG2 levels in there, but it could be just me.

E: Looking closer, I guess some of the stuff here really is from my levels for JDCG2/LL, mostly the decoration.
Seriously, it reminded me Lunar Legends, do not know why. I did not see much to be criticized, all seems well. However there are some cuttoffs almost invisible that should be repaired.
More one thing:


This boat, in my opinion, is very poorly designed. Surely you can find something better than that.
Using decoration =/= Stealing

Then everyone would steal decoration

Come on its decoration.
Decoration is useless, please discuss the Leveldesign and not how it looks.
So I could say your hack reminds me of mine because you put unused grass on a level tile.
See? It's stupid.
But yeah, i already knew that.
Let the ship sail in.
Oh no, please don't start this stealing argument; it always gets extremely destructive.

The problem here is that the type of decorations are so similar to another one's hack. I will just stop there.
Yeah, I know, I'm just saying it's exactly the same. Not that I would care if it was really stolen from my stuff, though.

Anyway, I played the hack, and I must say, there are quite a few nice ideas around here. Not really sure if i like the way you executed them, though.

A good example is the water cave level. Even though it looks nice and there are a few interesting ideas in it, it's incredibly boring to play, mostly because of the design and of the layer 3 tides (it's incredibly boring to swim though the, Mario's movement is too slow). Some of the levels are also too busy and cramped.

Otherwise the design is pretty all right.
Quote
Decoration is useless

No, it's not. How the level looks is greatly important and it's part of the Level Design.

And in the Overworld Screenie, you may want to change the Brown palette used for rocks and the Castle.

Ninj'd



Originally posted by Purple Rex


A good example is the water cave level. Even though it looks nice and there are a few interesting ideas in it, it's incredibly boring to play, mostly because of the design and of the layer 3 tides (it's incredibly boring to swim though the, Mario's movement is too slow). Some of the levels are also too busy and cramped.



I tought about redoing the cave anyway.
But its not only boring,its incredibly ugly too :P







After playing the first few levels, I'm pretty impressed with some of the visual design here- landforms silhouetted behind water and waterfalls, sparkling p-switches, animated bubbles, flower / jungle pokeys, and so on.

At the same time, I really didn't enjoy playing the levels. It's only the first world and I'm already dealing with annoying, low-ceiling jumps, cramped corridors and spaces filled with enemies, and carrying items around- all things I don't like seeing in SMW hacks, personally. I also got permanently stuck in the first castle because I entered the little p-switch alcove as Big Mario and couldn't get back out.

You've got the visual appeal down, but I think you should also take a step back from time to time and think about what makes Mario levels fun in the first place. I can't recall any official Mario game where I've had to look for p-switches five levels in a row, for instance.

Regardless, good luck fleshing this out, because it definitely has potential.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
I just played through the first levels and I must say, that you really did an impressive job with this Hack so far! Though it's not always easy to beat and has some annoying parts in it, as AxemJinx already mentioned, it is still fun to play all in all and it can really be seen, how much effort went into this... Keep it up! #w{=D}

btw it's interesting, how many of those "Choconilla"-styled Hack-Demos were submitted to this years C3...
C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

DINGS Demo: https://www.smwcentral.net/?p=section&a=details&id=12147

Yeah, after a play through this, my first thought was it seeming pretty untested. There's a plenty of glitches. Mainly about HDMA: this patch will fix most of them. Also, in the third level: having a goal sprite (by the way you really should fix the sphere graphics) in a level with layer 3 is not very fun, the layer 3 won't disappear as it should, and I even got stuck because of it once.

I could also find many spots where we can gets stuck. The latter not only due to the lack of reset doors, but also because many of your puzzles were rather misleading and confusing, and many times I didn't know what to do with that one item.

As for the aesthetics, well, I see what you were trying to do there, but I think the decorations were quite out of place. The weakest point of it is how difficult it is to differ what's decoration and what's actually usable. The difference between both kind of tiles is made by a really slightly different palette, the difference is almost unnoticeable.

Overall, I didn't enjoy this demo as much as I was expecting. The badly-explained puzzles were rather annoying to me. The third and fifth levels were the most annoying of all, because I was forced to fight against the water flow. Watch those out, and remember to always test your levels as you go progressing in them.


You seem to be a potential hacker. You just need to focuse more on level design and make sure the players of your levels are going to have fun. Good luck with this project! :)
It's easily the best thing I've done
So why the empty numb?