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Mario's Keytastrophe - Demo 2! (updated again)

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Which tunes in particular do you not like, hhallahh? I think they all sound fine, having to use SMW's instruments and all... my particular favorite is World 1 OW, but that's not really relevant to the discussion at hand <_<

Anyway, SNN, are the first three levels considered part of world 1 or not? They don't have "Legato" in front of them and have no puzzles, which lends me to think they aren't.
hhallahh: You are entitled to your opinion, and I respect that. However, if you could, would you mind telling me what you don't like about them mainly - the instruments, length, melody in particular, etc. You are the first to mention this, and I've seen that you are intelligent, so perhaps you could point out what is wrong?

Tatrion: They are more of just intro levels. The first real Legato level is the shrine, while those three help you get into the concept of the hack.
Allright, cool. I just needed clarification on that for the article.

EDIT: k done.
Originally posted by MrCheeze
There are a few things that bug me:
1. Useless coins in World 1 (still)
2. Original SMW bosses :(
3. The password room - if you go out the way you came in everything is weirded
4. The revealing of the world 1 bonus room would be better using layer 1 events instead of a reveal.

Making sure this post doesn't get missed.
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Thanks for doing that Tatrion, though I already told you that I was very happy, heh.

And that post didn't get missed - I already fixed two of them. 4 I haven't looked at yet, and 2 will come over time.
Originally posted by S.N.N.
hhallahh: You are entitled to your opinion, and I respect that. However, if you could, would you mind telling me what you don't like about them mainly - the instruments, length, melody in particular, etc. You are the first to mention this, and I've seen that you are intelligent, so perhaps you could point out what is wrong?


I would have tried to offer constructive criticism if I could, but it's not something I can make a finite list of points out of. The rips were okay, but I didn't like the originals, and the only real variance between them were the melodies, it seemed, not the sound quality or length. So yea, it's the melodies, and what more can I say? It tends to remind me of old throwaway Gameboy tunes...
Anyway, I don't think anyone actually needed any help to get though the first two worlds, except for maybe Pianist's Rest and the Blue Melody Palace, but in any case, here's the walkthru for every level so far.
In the bonus level, it's possible to jump at just the right height so you can see the prizes without landing on the platform.
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Thanks a lot Tatrion. I read through it all and it looks awesome. Looks like you don't know who the writer of the diary is yet, heh.

MrCheeze: It might be. If that's the case, it will be a piece of cake to tweak (as in, just eliminate the spring board altogether and work around it)

EDIT: Does anyone know of a game that has a good "dark jungle" type tileset? I'm looking for a foreground for world 3 right now, so if anyone has any ideas, that would be great.
You could change the palettes for DKC's Jungle Japes maybe...
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Yay It is out! *Does A happy Dance*
I'll download as soon as I can
All I have to say is...wow. The key-themed levels offer a nice new twist on SMW, and I really like the developed story with the mysterious diary entries (like the memories in Super Paper Mario). 'Course, I'll like pretty much anything with a good story.

However, I personally found the new music to not be as exciting as the ripped music. I didn't like the World 1 overworld music in particular. It doesn't seem very fit for World 1 (just my opinion though...). Perhaps you should have mostly original tracks, but have some ripped ones here and there.

Expect a full review from me soon.

(BTW, was World 1 in SMI2 the reason you changed Level 3's name? :P)

Originally posted by Reading
All I have to say is...wow. The key-themed levels offer a nice new twist on SMW,...


When I originally planned SMB:TC you where supposed to use keys to get to each level in the castle, then I just decided to make it all one level.:P

Anyways, the game is awesome so far. I love the music. I did find a few glitches though, some which I think where already discussed.

1.In one of the water levels you can beat it in about 5 seconds by swimming under the level.
2.The Jeopardy song seems to end a bit too abruptly when it loops back around.
3. There is a small room in the lake near castle 2 that doesn't seem to have sprite buoyancy enabled.

Otherwise it seems flawless. Great job. :D
Layout by LDA during C3.
Found some graphical glitches! But nothing more than that. Heres the run down:
1: The sign pointing right has a little graphical glitch on the end of it that you could ignore, because you can't really see it at all, because of the background:


2: The Shyguy looks frozen, I guess it sort of makes sense... Either get rid of the Shyguy in that one level and replace it with another or get rid of it all together.
Peace!Layout by Erik557 & LDA.
Thank you!








Darkvayne: Thanks! The water one has been addressed and fixed, but the other two haven't, so I will fix those.

Bomb: Fixed the sign. As for the Shy Guy .. that wasn't even supposed to be there, frozen or not, heh. Removed.

Thanks for all of the feedback and glitch reports everyone - hopefully it makes this game five stars on the next demo and full release.
I found a glitch:

Somehow, when playing the level andante causeway, as I jumped over the first piece of land with a turtle on it, I slipped past the 30 coin blocks and couldn't get out. Probably easily fixable by moving stuff around...


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I showed this hack to my brother, since this is one SMW hack that he would be able to beat. However, he complained about what was a level design flaw in Legato Caverns:



He grabbed the mushroom above the block quickly so that he died by getting stuck in the wall. Can you fix the ceilings in these areas?
It's a normal glitch of the game, Subrosian. If you go too fast against a wall, you may die without any reasons.
Originally posted by Kelgis
It's a normal glitch of the game, Subrosian. If you go too fast against a wall, you may die without any reasons.

Or if your big Mario and duck down with a wall on the left, ceiling on top, and floor on the bottom, it's push mario against the wall therefore crushing him to die.
I know that glitch, but it would be better if he fixed the ceilings so that people like my brother wouldn't complain about these things.

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