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Glow DEMO (update)

Standard: Very Hard

(Slightly updated version of the hack)

This is my first time using the hack testing forum. I just need this demo for my GameBoy style hack tested before I submit it.

Info on the hack:
There's 11 exits. You unlock 5 of them by just playing through the levels normally. The other ones are from secret exits unlocked by collecting 4 sphere things (that I have yet to find a name for) in the 3 levels that have them. They aren't saved at a checkpoint since the point of them is to beat the level without dying. The levels they unlock don't do anything in the demo, but they'll be important in the full hack.

I'm unsure about the difficulty so I just set it at standard: very hard. Since it's mostly trial and error, I wasn't sure what the difficulty should be.

Some images and link to the Work in Progress forum:

Work in progress thread for the hack

Link to the hack:
Updated version 2022-01-07


Known issues:
The marine pop in Brown Battleship can cause lots of slowdown if the projectiles are spammed. I would like to limit the amount of projectiles you can shoot but have no idea how to do this.

There are also a few flashing colors. I don't know if they're a big enough problem for an epilepsy warning, but I'll just leave this message here just in case.

-----------------------------

I'm in no rush to submit this, so the testers can take all the time they need.
Tested in snes9x 1.60


Faded Fields
-:Nothing warns the player this is a Spineapple (a redeseigned spiny), the player may take damage unfairly. Add a indicator to warn the spiky nature of that sprite.

Red Forest
-:I recommand to make red fire could be hurting pass-through instead of just munchers behavior.
-:The firewall hitbox loops! The player can get hit like this... Is the custom sprite up to date?
-:The 4th "orb" is on a easier non-secret way than the normal path, maybe put it on the lower path?

Pink Gardens
-:I may recommand to make the Pseudo Munchers unspinable and uncolidable like munchers, but maybe not since they are pseudo idk.

Brown Battleship
-:The highest way for the ship lacks obsticles.

Yellow Canyon
-:The player can wall jump on the left wall before going forward, this vertically unlock the camera. This cause making the section blind. A simple fix is to disencourage the player with spikes.
-:The 3rd orb is unfair, the player has no way to know there isn't any platform below the orb.
-:The player can accidentaly destroy the note block by touching it below since there isn't any setup before making that happen or explaining. You could use this mechanic as a puzzle for an orb.
-:The player is surprised by the note block below the 4th orb, also the obsticle is pointless since it will teleport the player.

Mustard Mine
-:The minecarts disappear weirdly, why they make an explosion sound when they just despawn?
-:If the player goes for the power-up the next obsticle will be blind thanks to bad camera.

White Workshop
-:Is it supposed to be solid?


Overall very good demo. #smw{:peace:}

Album link: https://imgur.com/a/WsAhn6k
My 1st romhack in progress (testing avaiable)...
(beta)
Thanks for the feedback. I'll update this as soon as I can. Here's just some thoughts on some of the feedback:

Originally posted by TheKazooBloccGosh

Red Forest
-:I recommand to make red fire could be hurting pass-through instead of just munchers behavior.
-:The firewall hitbox loops! The player can get hit like this... Is the custom sprite up to date?
-:The 4th "orb" is on a easier non-secret way than the normal path, maybe put it on the lower path?


-I might change the fire to be pass-through, though I can't really find a pass-through hurt block anywhere
-The fire pillar is up to date, I'm guessing that's a problem nobody pointed out before. I guess I'll just add a ceiling above them so you can't get hit by it
-Putting the orb on the lower path might be even easier since you'll be guarantied to get it by just running through the level normally. I'll just add some fire on the top path


Originally posted by TheKazooBloccGosh

Yellow Canyon
-:The player can wall jump on the left wall before going forward, this vertically unlock the camera. This cause making the section blind. A simple fix is to disencourage the player with spikes.
-:The 3rd orb is unfair, the player has no way to know there isn't any platform below the orb.
-:The player can accidentaly destroy the note block by touching it below since there isn't any setup before making that happen or explaining. You could use this mechanic as a puzzle for an orb.
-:The player is surprised by the note block below the 4th orb, also the obsticle is pointless since it will teleport the player.


-I'll add those spikes
-I'm gonna add a note block underneath the enemy so that you have something to land on
-That's a good idea
-The note block is there in case you try to get that orb when you haven't gotten the other ones. It won't teleport you if that's the case


Originally posted by TheKazooBloccGosh

Mustard Mine
-:The minecarts disappear weirdly, why they make an explosion sound when they just despawn?
-:If the player goes for the power-up the next obsticle will be blind thanks to bad camera.


-I don't know, I didn't make the sprite. Also if anyone knows how to add the smoke cloud effect to that sprite when it disappears, that would be nice since it looks really awkward having it just disappear
-I'll add coins to tell the player where to jump


Originally posted by TheKazooBloccGosh

White Workshop
-:Is it supposed to be solid?


-Yes :)
actually no

Standard: Very Hard