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Super Mario Hot World

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The level looks nice, and I like the different concepts you used. Good job!

However, be careful if you plan to use a blue P-switch in the level, as the brown blocks will turn into coins which will make the ground appear cutoff.
Your layout has been removed.
Originally posted by pieguy1372
The level looks nice, and I like the different concepts you used. Good job!

However, be careful if you plan to use a blue P-switch in the level, as the brown blocks will turn into coins which will make the ground appear cutoff.


Thanks for the comment, pieguy1372.

As for the switch, there's no problem. It's a silver one. I knew I would screw up my level if I putted a blue one, so I putted a silver P-Switch to get rid of munchers instead of blocks over the pipe.
Well Azentiger, I'm sorry to say this, but from what I just read from the latest entry in the Hack Removal Log, it looks like your hack was rejected for the following reasons:

Most of your puzzles have a low margin of error and a lack of a means to retry them (short of a forced death). That was probably the biggest reason why your hack was rejected. (I did get an idea for an obstacle course from your hack though. Hope you don't mind if I steal that creating sprite obstacle idea (though if you want me to credit you with the idea, then just ask). ;) )

In some places, the screen loads too low or too high. Generally, you'll need to set the FG starting position to the following setting (depending on how high or low the entrance is) to make sure that this kind of thing doesn't happen:

Top - 00
Middle - 60
Bottom - C0

Generally, it would also be a good idea to set the BG starting position to the same value that you have for the FG starting position (though I didn't notice any problems with background placement).

Some pixel-perfect jumps (like you'd find in Kaizo-styled hacks, though I doubt that you're aiming for one of those).

Split-second reaction time required (though I personally have no problems with that, as long as the reaction time required isn't lower than half a second).

Bad palettes in some places.

Some sprite memory issues.


Hopefully, you'll follow this constructive criticism and improve on your hack, because I've noticed the following highpoints that would get me excited for this hack:

An interestingly "hot" setting.

Other than the flaws that were pointed out, the level design seems promising, though I don't know how difficult it'll eventually be at the beginning & at the end of the hack, and I don't know what learning curve you have planned.
I'm currently taking an indefinitely long break from ROM hacking to play World of Warcraft again. Anyone may check out my user bio for more information on what I'm planning for Rainbow Legends: S********'s Adventure.
Originally posted by Shadow Wolf TJC
Well Azentiger, I'm sorry to say this, but from what I just read from the latest entry in the Hack Removal Log, it looks like your hack was rejected for the following reasons:

Most of your puzzles have a low margin of error and a lack of a means to retry them (short of a forced death). That was probably the biggest reason why your hack was rejected. (I did get an idea for an obstacle course from your hack though. Hope you don't mind if I steal that creating sprite obstacle idea (though if you want me to credit you with the idea, then just ask). ;) )

In some places, the screen loads too low or too high. Generally, you'll need to set the FG starting position to the following setting (depending on how high or low the entrance is) to make sure that this kind of thing doesn't happen:

Top - 00
Middle - 60
Bottom - C0

Generally, it would also be a good idea to set the BG starting position to the same value that you have for the FG starting position (though I didn't notice any problems with background placement).

Some pixel-perfect jumps (like you'd find in Kaizo-styled hacks, though I doubt that you're aiming for one of those).

Split-second reaction time required (though I personally have no problems with that, as long as the reaction time required isn't lower than half a second).

Bad palettes in some places.

Some sprite memory issues.


Hopefully, you'll follow this constructive criticism and improve on your hack, because I've noticed the following highpoints that would get me excited for this hack:

An interestingly "hot" setting.

Other than the flaws that were pointed out, the level design seems promising, though I don't know how difficult it'll eventually be at the beginning & at the end of the hack, and I don't know what learning curve you have planned.


Thanks for the comment, Shadow Wolf TJC.

Yea, I saw it. It was sad... for one minute. That's not gonna stop me. I'm gonna try to fix those errors and to post it later on. I actually planned to release a second demo once I finish 3 or 4 worlds.

It's true that my puzzles need some more resets.
And I'll try to fix the loading screens that are too low or too high.

A part in the Removal Log said something about my second level, because I putted invisible solid blocks in some free areas where Mario could have passed as crouched. Otherwise, if I had putted something else, the creation/eating block would have screwed up alot earlier than usually. I would actually need help to make this level better, without these... errors.

Pixel perfect jumps like in Kaizo? Sure, I did not intend to do that. However, I have no idea what are these jumps because I actually have no difficulty clearing the levels by myself. If you guys got some screenshots about perfect pixel jumps in my hack, maybe that would help me out so I can fix them.

Split-second reaction time jump in the cave from the third level, probably. But what to put instead of the first falling platform? Cement blocks again? And removing the Hammer Bros from the cave would just make the cave very easy to pass through.

Bad palettes are probably the most difficult things for me to fix (except for the damn problems in the second level) because I don't know what would seem to be hot, warm, and not ugly. A major example is the castle. I have no idea which color I could put instead.

For the creating sprite obstacle idea... I don't think I saw someone doing that before (I may be wrong, though...) and if you feel like giving me credits for the idea, then do so. That would be nice.

So... yea. I accept constructive criticism and try to improve everything as much as I can. If you guys got some comments or constructive criticism to say about my hack, feel free to post them, and I'll be happy to read them.

Oh yea, one small thing to end that post. If you noticed the cutoff ledge in the castle like showed in one of the screenshots in the Hack Removal, then it was just my fault. I honestly didn't even see it. That minor cutoff will be fixed.
For the background palette inside the castle, how does a nice orange color sound to you?
I'm currently taking an indefinitely long break from ROM hacking to play World of Warcraft again. Anyone may check out my user bio for more information on what I'm planning for Rainbow Legends: S********'s Adventure.
It would work, I think.

And what about the red stones?
I don't know. Maybe the regular castle palettes (grayish), only with a bit more red or orange added in?
I'm currently taking an indefinitely long break from ROM hacking to play World of Warcraft again. Anyone may check out my user bio for more information on what I'm planning for Rainbow Legends: S********'s Adventure.
I'll try this out and post a screenshot of it to see if it's fine.
Hi, Azen again. I've been working alot lately on many things, like... my hack. But I only had the time to make one single screenshot.


This shows a new custom palette in the castle. Does it looks nice?
Something like that is good, but try increasing the saturation of the FG, and decreasing the saturation of the BG.
Well, I'll try many saturations and see what it gives, then I'll post screenshots of them.

(A note off-topic: Scary avatar you got there... O_O )
Originally posted by Azentiger
Hi, Azen again. I've been working alot lately on many things, like... my hack. But I only had the time to make one single screenshot.


This shows a new custom palette in the castle. Does it looks nice?

Looks like an improvement to me, though perhaps you should change which palette set the big spikes use to either 2 or 3 (which are both used for the foreground objects). I recently found out that the big spikes use palette set 0 (which, along with palette set 1, is used for the background), so I fear that they'll appear orangeish in color now that the background palette was set to appear orangeish.
I'm currently taking an indefinitely long break from ROM hacking to play World of Warcraft again. Anyone may check out my user bio for more information on what I'm planning for Rainbow Legends: S********'s Adventure.
Originally posted by Shadow Wolf TJC
Looks like an improvement to me, though perhaps you should change which palette set the big spikes use to either 2 or 3 (which are both used for the foreground objects). I recently found out that the big spikes use palette set 0 (which, along with palette set 1, is used for the background), so I fear that they'll appear orangeish in color now that the background palette was set to appear orangeish.


No need to fear.
In fact, it's exactly this.
The big spikes are orange. Like they were red before. But those big spikes are still better than an army of stacked munchers.
Perhaps so, but the reason why I suggested changing which palette set they used is so that they don't blend in with the background colors.
I'm currently taking an indefinitely long break from ROM hacking to play World of Warcraft again. Anyone may check out my user bio for more information on what I'm planning for Rainbow Legends: S********'s Adventure.
Oh... I see...

Well, got to find another way, then...

The castle needed a palette change, anyway.

EDIT: By the way... I saw many userbars lately, and I was wondering... how could I get my own userbars?

EDIT2: Loads of screenshots from World 2 coming tomorrow. (28 screenshots, to be exact.)
Heya, this is Azen again, posting loads of screenshots from World 2, now. There's also some errors in a few of them.


Start of the second level of World 2, Unstable Cavern.
Here, you get a notice. It says you can't go through the normal exit yet. You need the green switch, which can be found from the secret exit of the level.
Obviously, the layer 3 background got removed because of the notice. But that wasn't really something.


Here's a mistake I should fix... Who wants to do a pixel perfect jump from some Layer 2 Cement Blocks going up and down, avoiding a huge Layer 2 Wall?


Just a bit after the previous screenshot. You got to bring this P-Switch to the location of the previous screenshot, then taking the other way.


The blocks are blocking the pipe leading to the secret exit of the area. You use the P-Switch to change them to coins.


Here's the Green Switch Palace. Nothing from these two Koopas can harm me... as long as I don't move.


Players got to watch out for more Koopas, and more Shells to avoid.


That Koopa has two Shells for himself. The first one is the most dangerous, since he bounces on this wall...


...and on this one. If you don't avoid it, the shell is gonna hit you.


The second shell of the Koopa causes more trouble to himself than to you. You're able to take the key right after he's gone.
Wait... what's on the upper-right corner...?


Yes! Another Koopa kicking another shell!



Once you pass all the shells, you see a P-Switch above you. What are you going to do?


And at the end of this area, you are supposed to use the Key to climb on, and go through the pipe.
There's an error on this one. I was able to go through the pipe without using the key... and while standing on the floor. Well, I'll find a way to fix this.




Back to the 1st level of World 2. I replaced the Yellow Block by a Green Block, so it's now possible to claim a feather in that level and to fly.


Something is needed to get past those munchers...


That silver P-Switch!


What's that? A warning? A warning for what?


Oh... Munchers all on the first row. No one can swim below, now.


Heh. I putted many munchers in the level, but I made my best to not make it too hard.


I told you not to try.


What happened to the water?!? It's gone!!


Yes, the water has evaporated. Now you got to complete the level without any water.


This is NOT HARD at all. This is actually pretty easy. As long as you have a cape.


See? I did it easily. ^^


The two pipes are there to reset, in case you miss... But it takes you back to the beginning of the no-water area.


This pipe brings you to the secret of the level. Make sure to have a Key with you.


The last screenshot for now. This is only the beginning of my Ghost House, which I haven't decided of the name yet.
actually, you can get past them with taking a hit;)
Originally posted by Azentiger

Something is needed to get past those munchers...


That silver P-Switch!

Tag (div) was not closed.
Tag (div) was not closed.
Originally posted by KapuBen
actually, you can get past them with taking a hit;)


That's just alot of things you said right now.

And I already knew it, since shdwdrgnix (main beta tester of my hack) already passed like that. I just forgot to point it out, or to fix it.

Anything more?


You can see gaps in between the bones and the FG and it creates some cut off, you should fix that.


Azen again, with news about my hack.
World 2 is halfway done, besides some little and annoying things I need to fix.

And here's some more screenshots. This time, it's a Ghost House. I didn't know how to call it, so I just called it... Eternal Weird House.

There's not much ghosts in this house. Most are in the first and in the last area.


The Ghost House will start like this. Though... for this area, I wanted to put some upside-down munchers on the ceiling... but the thing is... I have no idea how to make these...


Once again, you must be tall, and carry a P-switch to a certain area.
Oh... as you can see, some blocks are slightly darker than the other ones. These are blocks that can be taken and thrown, like the blue ones.


The small reset door is here, in case you hurt yourself in the way.
Here's Mario throwing a Block on a yellow block. Then he has to spin jump while crouched to go down.


At the end of the first area, you can see one blue P-Switch, and one silver. Both are needed to move on. The silver switch changes Munchers to coins, and the blue one makes a door appear.


Here's now a little game for you. The 4 screenshots come from the same Room called "1". One of the door lead you to Room "2". The others bring you back at the beginning of Room "1". Which door of the following 4 lead you to Room "2"?







You have to guess the right door OR section of doors 9 times to find the exit of the level.
This screenshot shows the Room "9", and the way to the exit is behind these doors. BUT... there is also a secret exit somewhere... in the same room...

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