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The Senate ~ Completed! ~ v1.21

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Cmon. don't you keep up with your own thread?
Sorry to disappoint you. I have had a very busy week so I hardly checked this site. And when I checked, this was not the first page I went to.

Anyway, here you go:

Cranberry Ruins 2:

Cranberry Ruins 4: (Note that I slightly boosted up the volume in my hack)
I tried out this hack a few days ago, and I was absolutely blown away by the combination of brilliant level design, interesting story, funny characters, and wonderful aesthetics. This is one of the greatest hacks I have ever had the fortune of playing, and you should be proud.

Unfortunately, when I reached the third castle, something horrible happened when I tried to re-enter it after dying: the floor gave way beneath my feet, literally! I suspect the midway point must've moved when you added the "Play/Cutscene" sublevel to the beginning of the level.

Please fix when you have the chance!
Check out my music!
No offense to you, Oh Hell No, but please fix up this hack! I would really like to LP this but it unfortunately doesn't seem possible yet. I wouldn't mind helping you test but I like to keep most of my projects blind. Thank you.
Your layout has been removed.
@Moose

Call me an idiot if you like. The room I added for the play/cutscene was indeed the problem. How I missed such obvious stuff is really weird. Thanks for noticing anyway!

@aterraformer
Oh, that would be a great honor if you'd LP it. I'm thinking of a new version which fixes a lot of minor bugs as well as improving the level design. I feel it could be much better, especially in the beginning. Also the end-game is apparently really hard after watching some other LPers play it (with savestates). Don't think it's as hard as the Anikiti or VIP hacks can get though. Sometimes it was a pain seeing you suffer from those. Oh well.

v1.3 will be finished somewhere in January (hopefully). Thanks all!
http://prntscr.com/2ng0le

Is brown for some reason and turns white when hit

Cranberry Ruins 3 note block
Ture, that's something I should've looked into. It's a pretty easy fix, apart from that I don't have any palette spots anymore for that level. I'd have to rearrange the level Graphics entirely or make a new GFX file to fix it, which is not worth the time it costs. There are still some other stupid mistakes left (like a mid-air flower in Pineapple Beach A) and some message box grammar, but I think that'll be or, saved for a later version, or never fixed as I can't put up version after version. Pretty silly :3

Oh well, so v1.3 has some redesigned stuff in the first 2 worlds as well as some new secrets. The only big gripe is the huge difficulty jump in the end-game. It appears to trouble many people who're playing without savestates, which is stupid because I explicity stated this hack is meant to be played without them :P.
When 1.3 comes out, is it safe to use the previous save file or is it safer to make a new one?

EDIT: The two headed dry bones is damaged when it touches the spikes. You could spin jump on the fireballs to get on top of the roof and stay there doing nothing and then win.
- As I didn't change anything to the OW, you should be able to use your old save file.

- that's .. weird indeed. I noticed this too at another boss. I just hope not many will notice it, because it's unlikely I'm going to update this hack anymore. Thanks for commenting though.
The Senate Review

Ok. Long time lurker here but certainly not a noob with SMW hacks.

Level Designs: 10/10.
(More like 11/10 really!!) This is where the hack truly shines. Despite the fairly Vanilla look of the levels I was never bored. I like how you have a theme of having different level types in all different worlds (Linear, Aerial, Water types and Cave types where applicable). and not linear-linear-linear grassy or cave-cave-cave... like you'd see in other hacks. You exploited the use of acceleration, placing platforms high enough to need a little bit of running to reach and placed a fair amount of precision jumps and tricky ones having a limited amount of spaces to accelerate in in some cases.

I also like the fair share of puzzle levels adding variety.

I honestly like the lack of the Cape and Yoshi as these just seem to ruin the experience for me. Besides, the cape would be a hindrance with the need of speed in most levels, especially dungeons.
Overall, the levels are genius.


Gameplay: 10/10.

Now for gameplay.
-A reset doors and pipes in case you commit mistakes that's a very good one right there.
-Alternate Bosses. I agree with the noob bosses thing but not that big of a deal.
It's great to have alternate bosses at all than just modifications of the default SMW bosses. If anything I'd say the only real problem was the final boss who was just too easy (got him in my first try) compared to the EPIC Agamemnon boss. That one and his castle was SO good that I really though he was the final boss. :D
-A continue room with one power up for most levels. This is great as you even took the time to design different rooms for different levels. A huge plus right there.
-The climbing levels are pretty good as well.
-Enemy placement was strategic. You didn't just spam enemies like other hacks would.
-Coin Indicators are a basic for blind jumps but you also used them to mark where fireballs would appear.
-Narration is done ok with segments during dungeon levels. Not bad.



Story: 8/10.: Without spoiling too much, deserves a solid 8 at least for having an alternate story at all than saving the princess.


Music: 10/10. Having different fittin tracks each level.


Now for the CONS.

To be honest I don't think you deserve a point deduction penalty for the CONS as these can be fixed if you decide to make a new version.

There are a few spots where Mario goes through the wall and floor most notably in Dragonfruit 3.
Honestly, this felt pretty Kaizo-ish to me. A pretty bit on the unfair side when you get to the cave. You only have one turtle to bounce on to get to the vines and if you're like two pixels off the vine, you won't get to the platform. Also, the top segment is pretty buggy. I fell through the floor and into the lava a few times and the turtle you have to bounce on getting you to the final section of the cave disappears sometimes. It took me like thirty tries getting through this level. Was it a different creator for the last few levels? I expected a repeat door for this segment at least.

-Apple Snowcaps 2 had a block platform that blended with the background. I hit it and fell to my death.

-The bosses thing discussed on top but still on the pro side.
Didn't find the error pointed out with the Dry Bones but I did find that the Agamemnon boss sometimes turns invisible. I don't know if it's my version of ZSNES but it proved to be a huge problem defeating him as I don't know where the lightning would strike next.)

-Melon Mountains 5.
The view on the checkpoint doesn't change when you enter the level. This makes it virtually unplayable if you die after crossign the checkpoint. I died a few times bumping into the Koopa because I couldn't where I was going.

-The biggest problem I'd have to say would be the lack of Ghost Houses and overall opportunities to save. I had to backtrack to the Cherry Caves a few times just to save my game. Maybe at the last world you could provide the player with an option to save after each level because those are very hard.

-Not a huge fan of Blargg but I did notice he was absent througout the whole game?

-At the journey's end level I died after crossing the waypoint and when I started the level, I was redirected to the Spiked Ball boss and when I defeated him the cutscene played.

Will try to provide screens next time. Well done with this hack!
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@The Senate Review

It's really nice to have a review since the review option is still being worked on. Thank you.

I can't really say anything about the scores, apart from that they're amazingly high. I never expected someone would love my hack so much they gave an average of (38/40)-1 = (19/20)-1 = 9,5-1 = 8,5.

The ones who Let's Played my hack, saw most of your points too. The hack is a bit too hard/unfair in the last world. I've already toned down the difficulty compared to v1.0, so you can imagine it was downright insane playing through that. The lack of save points also didn't do my hack too good. I should've added some big yellow dot levels (I still don't really now what they ment in SMW, other that the levels were a bit longer than the ones without) and made the hack save when beating it. The midway point issues you mentioned are also a reaccuring problem (I've fixed a lot of them before v1.3), which I seem to forget everytime (and too lazy). This also counts for the level specific errors you pointed out.

Overall, I have to agree with you on all points. Maybe I'll make one last update, v1.4, in the future where I fix those last things. Not really sure though. But thanks again! This made my day :p
Hey no problem man. It was a pleasure playing this hack. :D
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