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Need testers: Super Mario World: Trouble At Yoshi's Island

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Hey There People of SMWC! I need Testers to test the 4 first levels of my hack.
Super Mario World: Trouble At Yoshi's Island.
These 4 levels are just basic and short ones, to introduce the player to the game. I want tester to test the hack, Report Some Bugs, Opinions on how to make these levels more enjoyable e etc.

https://drive.google.com/file/d/1yeLnyWvKA_43i9dRup25NakI2DvhFzfG/view?usp=sharing

in this stage of development, i only did tests of this rom on snes9x, so i recommend you use that one.
Bye!#smw{:peace:}
Super Mario World: Trouble At Yoshi's Island Demo by Spads

Next time, please just zip the file regularly, don't zip it using winrar, most of us don't use winrar.

Great title screen. You can freely remove the original game by Nintendo, we all know that :D.

Super Mario World text is custom, Yoshi's Island text is custom, but "trouble at" isn't. It feels a bit out of place.
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Intro Level:
Small grammatical mistakes, no worries, i'll fix it."Welcome again! Luigi, Toad and Peach are missing! But this time, Bowser is missing too! What Happened? To figure that out, Let'sa Go!"

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Overworld?:
Nice idea for the overworld, YI styled.
I see you didn't have enough space to write Punch Block, Get Mushroom. There is a patch for this here.
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PB,GM:
This weird graphical anomaly.

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I don't understand the U-Jump mechanic, it's explained a bit confusingly.
The Longjump wasn't explained or used at all in this hack. Why have it then?
If you kill the shy guys you need to jump on, you have to either do a U-Jump (which i still don't understand anyway) or wallkick.

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Flutter your way up:
More grammatical errors, let me fix them. "Thank you! I couldn't be in that egg any longer. Hey! I can flutter jump! Just press the jump button twice! Off we GO!"

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Mario isn't actually sitting on Yoshi, shown by this picture.

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This checkpoint, that looks like it came from hell itself.

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Regarding the checkpoint, it cuts off the grass.
Every hack i test has the same problem with the cutoff on the midway point. This gfx should help with that anomaly. Midway Point Fix by Shog
Also the background could use a better color than this weird yellow.
You can clip into this rock. TWICE!

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Most of the sprites in this game have a weird dot near or floating above them. I'm not so sure what you did, but just remove these dots in YYCHR.
The Goal Point suffers from the same issue as the midway.

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Rolling Down!:
...or you could put a reset pipe, so i don't have to go all the way back to where the rock spawned. Also, an unnecessary message box. There are grammatical errors here. Actually, every message has some grammatical error.

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Please, fix your midways! Just change their palettes or remove them completely.

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All of the mushrooms here have cutoffs at the top, also this mushroom i am standing on is the only one that isn't bouncy. Why exactly?

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Vs. Capt. Brave Guy:
A name like Brave Guy's Tower would fit the level better.
Why did you hide the first spring. I did a shell jump because i couldn't see it. Put a trail of coins or something.
Cutoff here.

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This cutscene doesn't fit with ANYTHING in this hack, is it really necessary to be here?

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Also, The Brave Guy's "fortress" is really just a tower.
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Overall opinion:
I liked it, it's well made.
You cannot really say anything about YI graphics, they are amazing as always.
The boss is interesting. Maybe slow down the projectiles speed.
The YI backgrounds have gradients while yours dont. They kinda feel off without them.
YI music is cool, it's fine, but i think sampled versions of them would fit better than these unsampled versions. In my opinion that is.

Misc. Stuff:
Originally posted by Spads
I need human persons to test the 4 first level of my hack.
I don't know any tester that's a robot. This is maybe a joke i'm not getting :).

Originally posted by Spads
I want volunteers to test the hack
We are called "Testers" but it's fine.

Originally posted by Spads
i only did tests of this rom on snes9x
You did tests yourself, but didn't find the midway palettes a bit bizarre. Okay.

You have to improve your English skills just a little bit.
Alternatively you can use a translator.

That's all from me, if you have any questions, feel free to ask them.#smw{:TUP:}

Lots of love, S1Z2 #w{<3}
Thanks S1Z2:

About the graphical anomaly,are you referring to the Background or the dot on the point gfx?

About the U-Jump and Long Jump, I'll try to explain it better. The Long Jump, I'm Planning to introduce it on level 1-4 after the "Vs. Capt. Brave Guy" Level. it's like the LR/RL Scroll Cam Mechanic of orig Smw.
It's something that is introduce to you on the 2nd World but you can still use it since the 1st Level.

About mario don't sitting on yoshi, I'm Planning To Add mit's 32x32 YI styled Mario. As it requires a patch that uses alot of freespace,
I'm Planning to add it when i finish the whole hack, If it don't Matches
with the yoshi gfx or don't have enough space, i'll revert them to their
original gfx.

About the checkpoints and goal points, I'll use the right pole (Dark Blue One) Palettes at the glitchy Looking ones.

i'll fix the Rock collisions

Thanks For the reset Pipe Suggestion.

The not "Bouncy" Is there to let you jump normaly to wallslide and get the yoshi coin. you can see there's a coin there at the upper point of the cave after the check point. the one with Black Piranha Plants.
i should probaly put a arrow or a coin trail there.

i'll change the Brave Guy's Tower layout. Also, Brave Guy Boss is just a reskin of Kirby Boss by HuFlungDu. i tried to disable the after castle level cutscene. i checked the ASM file, CFG file and nothing.
if you Know A patch that can disable this, Please, tell me. or i'll just change the GFX to match the other GFX.

Thanks!
Thank you for responding.

The graphical anomaly i was talking about was indeed the dot on the point gfx.

I saw the coin up there with the bouncy mushrooms, i just mentioned that it's weird that every other mushroom bounces you up, while this one doesn't.

The castle cutscene is easy to avoid. I'll guide you through it.

First you open the rom, and then click the #lm{ow} editing,
then after going in the overworld editing you press F1. This let's you see the level numbers of individual levels, keep that in mind.
Now what you need to do is click the "Overworld" option here.


After you click on this menu you should get a drop down menu with many options, these are not important for now, just click the "Change Boss Sequence Levels".


You should get something similar to this.


Don't stress that my window and your window isn't looking the same, i changed mine a bit for my own hack.
If you remembered the Boss Level number you should see it somewhere on that window. You can change the option to any other level that you're not using currently.

I hope this helped solve your issue. #smw{:TUP:}

Lots of love, S1Z2 #w{<3}
Thanks! This will help alot!

I got rid of the black dots but... i had to sacrifice one pixel at
Koopa's Head...
here's a better version of the demo, i tried to get some problems,

https://drive.google.com/file/d/1rGVE-DPu8wtpgFMFrnLhyb4RTY_nSZgl/view?usp=sharing
Super Mario World: Trouble At Yoshi's Island Second Demo by Spads

Before i begin with the test notes, i have to apologize for my late reply, i was busy with some personal stuff.

Minor note: Please, fix everything i mentioned in my last testing notes before you release a new version.

Let's start with the stuff that wasn't fixed:

The "Orig Game by Nintendo" wasn't removed.

"Trouble at" still feels off compared to the rest of the title screen.

The level is still named PunchBlock, Get Mush.

Graphical anomalies return with the midway bar cutoffs. Just apply this to your graphics, it's not that hard :).

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Now for the new problems/problems i didn't mention last time:

Somehow, the Nintendo Presents sound is louder than the previous version. (i checked, not sure why tho.)

Did you really copyright this title and game? I don't think that's legal, because this is a hack of SMW after all.

You didn't update the "Demo Ver." at the top left of the title screen.
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Intro Level:

The text is good, but you don't need that big spacing between "Peach" and "are". You can fix this by going in the Message box editing window and disabling Auto Space.
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Flutter your way up:

Chain Chomp doesn't have a horizontal hitbox, making this level easy.

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Jumping off of Yoshi at the end of the level makes...this... happen. Let me explain myself, if you get to the end pipe with yoshi, you can jump of off him towards the left of the screen and end up out of bounds.

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Rolling Down!:

Can't you just, make this pipe reset the level?

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Brave Guy's Tower:

Grammatical error. "You can climb up the net ahead" is what it should say.

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Overall Opinion:

I mean, you did fix most mistakes i mentioned but, i don't think this demo had anything truly unique from it than the last one.
Next time, try adding more levels, fixing mistakes i mentioned, and improving the hack before posting another demo of it.

Post a reply on this thread or PM me if you have any questions.

Lots of love, S1Z2 #w{<3}
Super Mario World Trouble At Yoshi's Island Third Demo by Spads

The Title screen looks really nice! I liked how you improved it. #smw{:TUP:}

In every level that has HDMA, entering the pipe flashes it for 2-3 frames then you load into the level, the HDMA v3.5 by Ice Man should fix this issue.

Punch Block, Get Mushroom is moderately easy, as it should, improved graphics really gave the level a new fresh look. #smw{:TUP:}

Flutter your way up is a little bit harder than the first but this easy nonetheless
These coins have a small pink bit at the bottom, it's just a note tho, doesn't change gameplay. (didn't catch it on the screenshot, but you get the point :))


Rolling Doooooown... is okay, not too difficult, it's cool with the tunnel vision effect.
You missed a block here.


Cap. Brave Guy's Moon View Tower (what a mouthful.) is fine as well, the first section of the world is really cool and really easy.

Do not Jump on MR. Flutter is a doozy, missing this jump on the goomba makes you restart you can use a U-Jump if you kill the goomba.
It is certainly harder than the previous four, that's for sure, but it's still easy.


Hop! Hop! Bagel Lifts is a cool autoscroller, again not too hard, still easy.
Controversial opinion, the blocks are called "Donuts" Not "Bagels", but i'm not pushing that standard, they can be spaghettios and i wouldn't mind.

Can You See Me? has an interesting abstractly effect, probably my favourite.
Again it's not too hard, an easy athletic level.

King Crunch's Botanical Castle, a mazey botanical themed castle, not hard, the boss is fine, although it could be changed into a regular piranha plant, because you don't see a lot of munchers in the castle.

Overall Opinion:
Really cool changes! I didn't find any major glitches or softlocks, which strengths the playing experience.
Only thing i could find was the HDMA glitch and the missing block, that's it.
Time limits are not too restricting, they're of decent length.
Amazing update! Can't wait for World 2. #smrpg{y}

Lots of love, S1Z2 #w{<3}
Thanks S1Z2!

About the HDMA. For some reason when i apply this patch to my rom,
Some weird effects happens in certain levels.
Like when you pause on Cap. Brave Guy's MVT

Probaly it's Incompatible with my emulator

About the Goomba, Did you understand the U-Jump?
I didn't think about using the U-Jump, my bad. #smw{^_^}

About the other problem, not sure what happened or how that happened.
With my rom it worked perfectly fine.
It's not that big of a deal but maybe if you ask someone in the ASM Thread they'll come up with an answer.

If you're using ZSnes, yeah, these problems are common with newer patches, if you're using Snes9x or higan this shouldn't happen.
Using Save States or 0s on the title screen has a similar effect, but not to this extent.

Lots of love, S1Z2 #w{<3}
Strange that it only occours in vertical Levels (0A in level header)
and on Do not Jump On MR FLUTTER.
btw i'm using snes9x
i need a opinion.



What color palette do you think is best?
If it's a night environment, then the 1st one.

If it's a day environment, then the 3rd one.

They all look great. Nice Job! #smw{:TUP:}

Lots of love, S1Z2 #w{<3}
with the 3rd you mean the yellow grass one?
Yup, it a nice change from the plain green grass seen throughout the hack.

Lots of love, S1Z2 #w{<3}
I'm all for proper feedback and simple questions being asked/answered but this is getting into hack development territory which is what the main Works In Progress forum is for.
Sorry but i'm cancelling the project...
Mod, You may delete this thread...
Threads don't get deleted on request normally but I will close it so others can't reply.
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