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Posted on 10-27-17, 11:51 am in How Do I Make A Respawnable Donut Lift?
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This feature doesn't exist in NSMB DS. So adding it without modifying the game won't work.
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Posted on 11-29-17, 02:41 pm in Release of a cancelled thing?
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Most of the things were already said but I sum it up shortly:
1. No sprite spam like in the mushroom pic
2. Avoid creating huge empty spaces or areas
3. Bugged out backgrounds or tilesets really aren' worth the fact that you have them
4. Big levels are really no problem when they are filled same goes for mazes
5. Continue accepting criticism like that, that's the best way to improve yourself
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Posted on 12-26-17, 11:36 pm in Bowser Jr before a boss
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Bowser Jr. only shows up when you first beat the boss. Every attempt afterwards is without "introduction" by Bowser Jr.
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Posted on 01-01-18, 02:57 pm in finished Mission: Hurry Up, Mario Bros.
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So, here's the thing:
In my opinion you follow the wrong idea. According to the video you have really decent level design skills, your levels are pretty and contain good ideas. But when I play a level I want to either get challenged by the level design or just explore a level without being pressured by time.
What I want to say is, you definitely have the potential to make normal length levels with the same high quality which people who feel like me are much more likely going to play.
To be honest, I'm not sure if I would actually play a hack that sets a time limit of 100 seconds for every level because I couldn't enjoy the levels like normal-lengths ones.
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Posted on 01-12-18, 03:59 pm in New Super Mario Bros, Yet Again!
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Posted by User5115
I don't have much time left today and due to camps and school which will start soon development may begin to slow. This is on my priority list though. I will make a few more xdelta patches trying different methods and different patchers today. Hang on... If it's not in the original post it is because I am still doing it.


There's no problem with that, it's better to take the time you need instead of rushing things.

And for your xDelta problem, always make sure you use a clean ROM as source which you never opened in any editor.

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Posted on 01-16-18, 08:58 pm in Newer Super Mario Bros. DS
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I'm going to delete every further command that asks if Newer content is free to use.
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Posted on 02-26-18, 10:53 am in New Super Mario Land
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No.
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Posted on 03-10-18, 06:38 pm in v. 1.5 Super Mario Castle 2
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Thank you for this massive report, I'll sure have a look at your video.
I plan to release a version 1.1 when a bunch of bugs have been found.

1-1: that one is already fixed
1-3: it is indeed not intended, but try this without tools and come back again.
1-4: that is the intended way
1-5: I honestly don't know what you mean.
1-Castle: thx for that, it's fixed
2-2: like in 1-3, this is an alternative way you can choose when being more skilled. Perfectly fine with me. Door bug is not fixable though without changing the background.
2-4: You are.
2-6: again, try this without tools
2-Castle: I actually thought of that but yeah, I changed it up, so you can't reach the switch without the snake block anymore.
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Posted on 03-13-18, 06:12 pm in v. 1.5 Super Mario Castle 2
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It's okay, I found another solution. By the way, the walljump way was the intended and only possible one.
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Posted on 03-16-18, 10:19 pm in Newest Super Mario Bros. DS
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Posted by Nightyoshi370
Just a quick question: Why isn't this in the NSMB hacks forum?


Safety, so I can't trash it.
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Posted on 03-17-18, 02:32 pm in v. 1.5 Super Mario Castle 2 (rev. 6 by  Arceus on 08-29-22, 06:35 pm)
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After watching playthroughs and finding own improvements I release Version 1.1 today containing a lot of fixes.
You find a detailled changelog under the download (it's long, I'm sorry).

Download

Changelog:
General:
- added actor spare-asm by meromero to prevent 1-UP rains
- changed mega mushroom- and item houses to not instantly kill you
- a lot of smaller adjustments

Levels:
1-1:
- fixed thwomps getting stuck in U-stones
- fixed dry bones glitching in stone

1-2:
- fixed boss fight wall looking the wrong way
- increased timer a little bit

1-3:
- improved indication for first star coin a bit

1-4:
- fixed an arrow sign causing confusion
- redesigned area around the 3rd star coin a bit

1-5:
- fixed out of bounds-kill not being consistent
- moved stone block to match with ground
- moved 1-Up to spawn later

1-Castle:
- reworked end area to prevent getting stuck
- added arrows to show the direction of the spike balls
- improved second star coin puzzle

2-2:
- replaced boss door to prevent glitch animation

2-3:
- re-textured boss stage

2-4:
- fixed missing path in boss stage

2-Tower:
- fixed second star coin opener not getting triggered sometimes
- removed unfair buzzy beetle

2-6:
- fixed Bowser Jr. glitching out the ceiling
- removed unnecessary podoboo

2-Castle:
- removed ability to skip the first section by swimming

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Posted on 03-17-18, 10:08 pm in Mario's Next Adventure. DS
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Here's my review for this hack which is actually a lot shorter than I thought it would be but I am going to explain it:

First of all:
I simply don't get why you guys don't test your own patches if they even work. I really DON'T get it.
I'm experienced, I know that I just had to replace overlay9_0 with a clean one to make it work but newer hackers might not.
So if you change up something in the overlays you have to patch it in xdelta because nmp patches don't work anymore.

But after that:
I played only the first level and this is already the reason why I stopped playing any further.

Graphics:
No joking around, this is the ugliest hack I have ever seen. I am amazed that I even found graphics which weren't broken. Powerups, every single tile of the level, the pipes, everything is glitchy and just looks like a chemistry set exploded. At least Mario was still normal.

The Level:
That was the main reason. It is the original 1-1 again, it took a bit to recognize because it looks like it came straight out of the distortion world but some passages were unmistakable. And if there's one thing you should never do then it's changing up the original levels and then claim that as hack. Build your own levels from scratch, delete everything from the original one. Please.
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Posted on 04-01-18, 09:50 am in Welcome to the NewerSMBHD! (rev. 3 by  Arceus on 04-01-18, 09:52 am)
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Predicted it almost two years ago, call me Nostradamus.
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Posted on 05-12-18, 09:32 pm in Pipe Connecting Problems
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look at 7-a and copy the node for the path the original devs used for upper exits.
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Posted on 05-20-18, 01:52 pm in midway entrance problem
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remove the midway entrance setting in area 2
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Posted on 07-02-18, 03:46 pm in release Super Mario: Endless Earth
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Well that looks awesome!
I wonder where these red particles come from... and what caused them to be there
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Posted on 08-09-18, 08:51 pm in OVER THROW CAPITALISM
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I heard all revolutions started on internet boards
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Posted on 08-28-18, 08:19 pm in Ripped tilesets + backgrounds UPDATE 1
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So you found out how to invert graphics in photoshop.
Great showcase btw, fitting background and epic music. I get a good impression of what I can use this tileset for.
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Posted on 12-23-19, 05:30 pm in v3.1 Super Mario Bros. - The New Worlds
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Posted by Skylander
The one thing I'd change is the World 4 Ghost house, the part where you have to push a timed switch and race back to the other one.


That is already done

Posted by BeingAwesom
- In World 2-3, any section requiring the player to hit a Bob-omb from below using Brick Blocks can be softlocked because once the Brick Blocks are hit, you cannot explode the Bob-omb.
- Not really a softlock - but a complaint. Why are you forced to be small for World 4-Castle?
- World 5-Tower's Bowser Jr. bossfight can easily break with Bowser Jr. falling off the square platform into the pit below.
- You can get softlocked from World 5-Ghost House's normal exit if you collect the coins needed to reach the door before activating the P-Switch. I did this unknowingly on my first run and had to kill myself to get the coins back.


Point 1: I improved that already, you can still get softlocked now but only if you act really, really stupid.
Point 2: You aren't?
Point 3: I'll look into that
Point 4: Same as point 3
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Posted on 03-11-20, 12:42 pm in Tileset and background corruption?
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That looks like randomisation to me.
Some tiles get completely randomised when they are placed at specific points in map16 (tileset editor).

I recommend you to move all the tiles you see here to a different location in map16 and then try again, the randomisation should be gone.
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