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I'm starting a new hack.

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Hi. I'm starting my first ever mario hack, and I'd like to share the first part of it and get some advice. It's only 1 level so far, and I've only edited the level and none of the graphics/sprites. I'm trying to aim for simple, fun, and keeping the player alert to sudden enemies/traps. I'm trying to not abuse the munchers or invisible coin blocks too much, and I thoroughly tested this level for any glitches. Here is my hack:

[url=http://www.mediafire.com/?sharekey=0dea9cc06ca8a4fdb94117dade8fc295e04e75f6e8ebb871]

Hopefully I'm doing this correctly.

Please give me some feedback on this level, and I'll make more.

And if you think I really screwed up, tell me and I'll use ctrl-delete and start over.
It wasn't actually too bad. There are a few issues though.

1) People are generally opposed to having to move when the level opens. (I think its cause they hit the speed up button when entering a level to avoid long Level start screens). So move the level to the right one screen and just have 1 empty (or decorated) screen (have new ground of course).

2) The 3 bullet bill trap was kind of a dick move since there was a muncher there

3) right after the bullet bill trap, the jump onto multiple turtles is bad. The screen doesn't follow you so you cant see where you are. Also, on one of my play throughs of the level, the third turtle did not load, so I had to land on the muncher and take a hit or fall to my death.

There wasn't any invisible coin block abuse that I ran into in the level, keep it that way.

Before you design too many more levels, download block tool. Changing graphics can be a lot of work so most first time hackers dont do it. But block tool is easy to use, makes you stand out, and gives you a lot of options for level design.

OK, here are the things wrong with this level:

1) It's Kaizo-ish (at least in my opinion), as in:


I have no clue on how to jump on the ?-block.






That's just not fair.


2) When Bullet Bills don't come out from Bill Blasters, they don't make the sound when they come out of the Bill Blasters (no, that's not an emulator issue).

So far, I didn't see anything wrong regarding graphics.
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Originally posted by fsvgm777
OK, here are the things wrong with this level:

1) It's Kaizo-ish (at least in my opinion), as in:


I have no clue on how to jump on the ?-block.


This trap was actually either brilliant, or stupid. I dont think you can jump to get the ? block. I think you have to get it with a turtle shell.

Originally posted by fsvgm777






That's just not fair.

2) When Bullet Bills don't come out from Bill Blasters, they don't make the sound when they come out of the Bill Blasters (no, that's not an emulator issue).


Agreed.



Okay. I'll remove the munchers by the first block and move those turtles a bit farther up the hill, so the player has a lot more warning. And I'll definitely remove that muncher near the 3 bullet bills and fix the koopa jumping (maybe I'll put a block in place of the third red koopa), and delete the 4 bullets (or move them farther so the player has some time to react). I was kinda trying to get the player to react quickly to traps, but I guess I just went overboard with that idea. I'm guessing I didn't leave the player with enough time.

And as for that koopa not spawning, that's pretty confusing. I have no idea why it didn't spawn, since I'm sure I had less than 85 sprites or whatever the limit is (anyway, Lunar Magic didn't warn me about too many sprites). Is there a limit per screen too?

And maybe I'll try look into Block tool to try make some custom graphics and blocks.
Originally posted by God Of Fruit
Is there a limit per screen too?

Yes, there's something called sprite memory limits. Try screwing around with the menu behind the Lakitu head, or simply remove some of them.
<blm> zsnes users are the flatearthers of emulation
All right. I looked at Blocktool, and found this block that increases time. I was thinking that I could make the Yellow Switch Palace into a timed race with several of these blocks to give you some time, as I plan to start the level with not very much time. Unfortunately, I don't know what these Map16 numbers are, so I can't create the blocks yet. If anyone knows what they are, PLZ TELL ME!!!
When inserting them with Block Tool or a similar program, you choose a value that the block takes on your Map16. If it was set to tile 300, for example, then it would simply enough be tile 300 on the Map16 and from there you could make your own image for the block.

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