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Quest on Full Moon Island [Demo 2 + 4th World Preview]

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The rest of this post is about the first demo. I'm going to update it, in the meanwhile you can check the news in the latest posts.

---

First of all I apologize for my poor English.
This is my first hack, the actual plot is very simple, but I accept any constructive criticism and suggestions.
You can download it here.


The title screen shows the first version of the first level.


This is the Toad's house, which takes the place of the house of Yoshi's house. It contains a mushroom, which can be taken at any time.


The last part of the first level.


The first world.


The second level. The blue coin takes the place of the Yoshi coin.


The third level, shroom-themed.


The fourth level, that houses tens of Piranha Plants.


This place of the first level of the second world isn't passable with small Mario, so I put a power-up that is only accessible with him. If Mario has the cape, he shouldn't fall immediately after destroying the turn block...


Ouch!


The Blue Palace, a puzzle level. No, there isn't any switch, but a rich treasure is waiting for you in the last chamber...


This is Pixeland, a 8-bit level. The position of some blocks recalls the first two levels of Super Mario Bros., but the rest of the level is original. It's very easy to complete.


The external of the second castle. The cape feather is easier to obtain than it seems.


The internal of the second castle. Pay attention to the fireballs!


New screenshots:


The new version of the second world. There are no symbols, because to make the screenshots I created a version with the levels automatically cleared.


The Squished Goomba is fixed!


The bridge of turn blocks now is easier to pass.

All the credits are included in the readme. Have fun!

I made an userbar for those who want to support this hack:


I like the tile sets you used! Very nice...
I'm going to play it soon, I need to work a bit on my hack, to see if I can get a demo ready for SMW C3. Everything looks neat and your level design seems to be good as well. I would only suggest to change at least the BG of the first level if you feel like, because the first level looks a lot like Yoshi's Island 1. I don't have anything against the overworld though, it looks extremely well done.

And also, don't worry, your grammar isn't bad at all... ;)
Hello!
This is a good hack. 7/10
I can fix the info box messages if you want.
Signature removed due to being longer than 99% of your posts.
Originally posted by Magimario
-image-
This place of the first level of the second world isn't passable with small Mario, so I put a power-up that is only accessible with him. If Mario has the cape, he shouldn't fall immediately after destroying the turn block...

Make sure to prevent the player from getting hurt twice there! If you have an enemy that dies upon Mario touching them, you can have that one enemy, once. This looks like a good hack besides the muncher abuse level. I'll try to play it soon!
Originally posted by Broozer
I'm going to play it soon, I need to work a bit on my hack, to see if I can get a demo ready for SMW C3. Everything looks neat and your level design seems to be good as well. I would only suggest to change at least the BG of the first level if you feel like, because the first level looks a lot like Yoshi's Island 1. I don't have anything against the overworld though, it looks extremely well done.

And also, don't worry, your grammar isn't bad at all... ;)

Thanks. All levels have been made after pressing CTRL + DEL, then the only similarities with the original may be the backgrounds. In the next version I will try to make them more original.

Originally posted by Brian94
Hello!
This is a good hack. 7/10
I can fix the info box messages if you want.

Thank you, it would be very useful.

Originally posted by Anti-matter Drone
Make sure to prevent the player from getting hurt twice there! If you have an enemy that dies upon Mario touching them, you can have that one enemy, once. This looks like a good hack besides the muncher abuse level. I'll try to play it soon!

At that point the only real danger is to destroy the road of blocks with Cape Mario. To avoid this is necessary to destroy the higher block with a spin jump and go back, and then continue with a normal jump. That other level is full of Muncher because is entirely dedicated to them.


For those who have already played: do you think that the Blue Palace is too complex? Maybe I should make it optional...
This game was really great. I was the moderator who got to test it to check for errors. I really didn't find anything serious. The main error that I found was that the squished Goomba graphics are wrong - I would correct that as soon as you get some time. If you need help with that, let me know.

Also, the palettes overall were really good, but sometimes they changed the status bar colors - you should be able to work around this pretty easily, but again, if you need help, just ask.

The English in the message blocks wasn't perfect, but was still easy to understand. If you want a better translation, I'd be happy to help you there, too.

If you correct all of these things, I would really love to see you resubmit this.

Overall, though, I really loved this hack. There were a lot of cool puzzles and gimmicks that I had never seen before. It was very creative. Even when things were hard, they usually weren't so difficult as to be frustrating. I do think that the Blue Palace was hard to complete - it should probably be optional, since you currently have to beat it to continue the game.

I liked the sprite at the end of the demo - that was a really nice touch.

Anyway, I wish you the best with this and if you need a beta tester or anything for future versions, I would be happy to help. Thanks for making this - it was a lot of fun!

Verdict: Approved!

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Originally posted by andy_k_250
This game was really great. I was the moderator who got to test it to check for errors. I really didn't find anything serious. The main error that I found was that the squished Goomba graphics are wrong - I would correct that as soon as you get some time. If you need help with that, let me know.

Also, the palettes overall were really good, but sometimes they changed the status bar colors - you should be able to work around this pretty easily, but again, if you need help, just ask.

The English in the message blocks wasn't perfect, but was still easy to understand. If you want a better translation, I'd be happy to help you there, too.

If you correct all of these things, I would really love to see you resubmit this.

Overall, though, I really loved this hack. There were a lot of cool puzzles and gimmicks that I had never seen before. It was very creative. Even when things were hard, they usually weren't so difficult as to be frustrating. I do think that the Blue Palace was hard to complete - it should probably be optional, since you currently have to beat it to continue the game.

I liked the sprite at the end of the demo - that was a really nice touch.

Anyway, I wish you the best with this and if you need a beta tester or anything for future versions, I would be happy to help. Thanks for making this - it was a lot of fun!

Verdict: Approved!

Thanks a lot! I'm already working on the second version to fix the bugs. I must still learn to use certain tools, so for now I don't know how to correct the sprite of the squished Goomba. Someone who corrects the message box would be very useful ^^"

I've done an userbar, for those who want to support Quest on Full Moon Island.


Originally posted by Magimario
I must still learn to use certain tools, so for now I don't know how to correct the sprite of the squished Goomba.

Originally posted by SMWiki
...its flattened graphics will be glitched up as part of a wing tile mirrored. In order to correct this, a hex editor must be used. The tile used by a squished Goomba is stored at ROM Address 0x0E933. By default, the value here is C7. This is usually changed to 38 to make use of an unused 5-UP tile.

Use Translhextion to fix this. It is really easy to use - just look at the bottom to see which hex address you are on. Each set of two numbers is a byte. Change the byte above at 0x0E933 from C7 to 38 to fix your problem (and make sure you edit GFX00 to add squished Goomba graphics).

This reminded me of another thing - in Pixeland, the Koopa Paratroopa's wings still had one frame of redrawn graphics - wing graphics are in both GFX00 and GFX01.

Originally posted by Magimario
Someone who corrects the message box would be very useful ^^"

I would be happy to do this. Let me know if you want me to do it.

Originally posted by Magimario
I've done an userbar, for those who want to support Quest on Full Moon Island.

Added to my profile!

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
scusami: c'e il goomba che, quando gli salti addosso, ha una grafica sbagliata:



correggilo la prossima volta ;)
c'e una patch per questo.
il tuo hack guarda molto bene però: l'ho appena cominciato.
BTW non sentirti n00b per questo
My deviantART
My Youtube channel
My avatar
Watch, i made a Super Mario 64 level
Originally posted by andy_k_250
Use Translhextion to fix this. It is really easy to use - just look at the bottom to see which hex address you are on. Each set of two numbers is a byte. Change the byte above at 0x0E933 from C7 to 38 to fix your problem (and make sure you edit GFX00 to add squished Goomba graphics).

I tried, now the sprite is changed, but is still wrong...
If I can't fix it, I will put back the original Goomba.

EDIT: I understand how to fix, when I finish I will post a screen.

Originally posted by andy_k_250
I would be happy to do this. Let me know if you want me to do it.

I would like it, thanks. Do you need the unlocked rom or you send me the corrections and I put them myself?

Originally posted by andy_k_250

Added to my profile!

Thanks again!

Originally posted by Dino-Sonic
scusami: c'e il goomba che, quando gli salti addosso, ha una grafica sbagliata:

correggilo la prossima volta ;)
c'e una patch per questo.
il tuo hack guarda molto bene però: l'ho appena cominciato.
BTW non sentirti n00b per questo

Sto cercando di sistemarla. Buon divertimento! (I'm trying to fix it. Have fun!)


EDIT: Fixed the squished Goomba sprite!
Originally posted by Magimario
EDIT: Fixed the squished Goomba sprite!

Perfect!

If you can, please send me an unlocked English version of your ROM - I won't make the changes to the ROM, but it will make it much easier to cut and paste and edit.

Thanks!

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
In the next demo "Blue Palace" will be an optional level. In the meantime, here's a video for those who can't surpass it:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/6Tvdun2Aq-U&hl=en&fs=1&color1=0x006699&color2=0x54abd6"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/6Tvdun2Aq-U&hl=en&fs=1&color1=0x006699&color2=0x54abd6" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>
Sorry for the poor quality and lack of original sounds.
Very nice idea,i have to say and a very good puzzle.I havent played your hack but it looks very ggod so far.Keep it up.
There are two problems that I found:

1. You should mark the levels with a secret exit red, just so people can tell.

2. Its really hard to get past this part if you have the cape, because it turns the blocks before you can land on them. Other than that, it's a great hack.
Originally posted by grishnax
There are two problems that I found:

1. You should mark the levels with a secret exit red, just so people can tell.

2. Its really hard to get past this part if you have the cape, because it turns the blocks before you can land on them. Other than that, it's a great hack.

First of all, thanks!
1. I know that mistake, I put it in the list of known bugs (in the readme). In the next demo I'll fix it.
2. Is easier than it seems. As I said a few posts ago, just destroy the higher block with a spin jump, then go back and continue with a normal jump.
The new demo is now available! These are the updates from the previous version:

-Fixed some grammatical errors.
-Fixed some glitched graphics.
-New background in Green Valley.
-Bug fixed in Magma Cave.
-Blue Palace is now an optional level.
-Magma Cave now has two exits.
-Overworld updated.
-Fixed the symbol of Shroomy Road.
-Various improvements in some level.
-Reduced slowdowns.

Thanks to andy_k_250 for the translation of the texts.

And here are some new screenshots:

The new version of the second world. There are no symbols, because to make the screenshots I created a version with the levels automatically cleared.

The Squished Goomba is fixed!

The bridge of turn blocks now is easier to pass.


One question: where should I set the third world? I think to make an icy world, but I could also make a desert.
Do the desert first, ice worlds are hard with the slippery ground. Maybe even a water world would be nice.

As for the switch palace, you should put some platforms in the air so we can get the higher coins if we don't have a cape.
You can also do a Forest theme world.
My SMW hack Thread

Mario The Seasons Chaos
http://www.smwcentral.net/?p=thread&id=10594

LV 9 PARAGOOMBA!
Originally posted by Bloodred Dry Bones
Do the desert first, ice worlds are hard with the slippery ground. Maybe even a water world would be nice.

As for the switch palace, you should put some platforms in the air so we can get the higher coins if we don't have a cape.

Probably a desert is better for the third world, the slippery levels will appear in the next world.

Originally posted by Beuli
You can also do a Forest theme world.

I haven't yet decided the next worlds, I will do it later.

In the next days I should make a video of the first level of the third world!
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