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SMW Bowser's Return demo world by ,Barrelroller64

File Name: SMW Bowser's Return demo world
Submitted: 03-12-2015 06:37:45 PM by Barrelroller64
Authors: Barrelroller64, Mariofreak220
Demo: Yes
Featured: No
Length: 5 exit(s)
Difficulty: Easy
Description: I did not edit the castle.
Glitches,
Freeze when you fall (I don't know why)
SM64 Health bar (rather Not use Zsnesw)
Castle Music Glitch

SORRY FOR THE GLITCHES!!
You submitted a new version here, so this one has no reason to stay in the section.
File Name: SMW Bowser's return demo world Glitch free
Submitted: 06-12-2015 04:29:45 PM by Barrelroller64
Authors: Barrelroller64
Demo: Yes
Featured: No
Length: 5 exit(s)
Difficulty: Easy
Description: EVERYTHING is glitch free now!
Okay, this one needs a lot of work.
The main reason I'm rejecting this is the fact that there isn't enough quality content: the hack has an unedited overworld, most of your levels are pretty short, flat, without any good design. All your levels also feel like the same (or atleast, the first 4, excluding the Switch Palace). The castle is the only level that uses proper tiles instead of brown blocks, but in terms of design quality, it's still extremly poor.

I also encountered some silly errors:
- The first level has an exit enabled pipe, leading you to a mostly empty sublevel. The pipe that makes you go out of there leads you to the beginning of the level. Why? You could've put a secondary exit, since the player already went through more than half of the level.
Not to mention, the sublevel had a messed up background, it really doesn't look good.
- The castle level suffers from sprite tile limits: look the thwomps and the Magikoopa getting "cutted". That's because you're using too many sprites there. I highly suggest you to insert the "No More Sprite Tile Limits" patch, or reduce the number of the sprites per screen.
- The hack doesn't end properly. There is no "END OF DEMO" level, and you can still play the original SMW once you pass Iggy's Castle.

My suggestion is to let the userbase help you with this: if you don't know how to do some things (like using Map16, graphics, inserting sprites, etc) feel free to drop by in our Tutorials Sections. Learn new things, and if you're encountering difficulties, ask to the General Hacking Help subforum; as for improving your design quality, you can both play some of our accepted hacks, so that you can collect ideas for your own hack, and also considering making a WIP thread of your hack, so that people can give you feedback before you submit anything.

Don't feel discouraged. I assume you're still learning most of the things, so don't give up!
File Name: SMW Bowser's return Version 1.2
Submitted: 13-12-2015 04:39:03 AM by Barrelroller64
Authors: Barrelroller64
Demo: Yes
Featured: No
Length: 5 exit(s)
Difficulty: Easy
Description: This hack has much improved!
The only difference if compared to the previous version is that you introduced (in a pretty weird way) the Yellow Switch Blocks, and edited a few sections here and there.
Sadly, the core problems are still there: no quality in design, lots of cutoff, unedited overworld, sprite tile errors in the castle level, and the hack itself not ending properly, making players able to go trough the original SMW levels past the castle.

Please, consider hiring beta testers before submitting a new version; if you want this to be accepted, you should improve the design drasticly. I also highly suggest you (again) to play some of our hacks, so that you can have a more clear idea of how a level should be like.

This is the second time I'm saying the same things as when I moderated the previous version. Please, don't ignore what it has been said, thank you.
File Name: Smw Bowser's Second Strike (Bowser's Return 1.3)
Submitted: 29-12-2015 03:40:21 AM by Barrelroller64
Authors: Barrelroller64
Demo: Yes
Featured: No
Length: 5 exit(s)
Difficulty: Normal
Description: SMW Bowser's Return now has a new name!

Welcome to SMW Bowser's Second Strike!

I hope you have fun!
Nothing much changed... again. I'm glad atleast you fixed the garbled castle BG in the first level's secondary exit, and that you've put a proper "END OF DEMO" level (even if the generator is wrongly placed, since it generates Yoshi house's fire), but then the rest kept the same pretty much: unedited overworld, boring levels, cutoff, and sprite tile limits errors in the castle level. You also added a new level, but the design is similar to the other levels, linear, short and boring to go trough.

Again, I suggest you to get some testers for you. Have them test your hack and give proper tips of how to improve your hack's quality. Also, highly suggested at this point, play some of our hosted hacks, since it seems that you don't have a very clear idea of how a good-designed level looks like.

I'm giving you one last chance. If your hack will still be similar to previous versions, I'm going to blacklist it (which means you can't submit this hack anymore). So yeah, think twice before submitting your next update.