Description

Isrieri's castle compilation in SMBX!



In anticipation of Super RMN World, I'm taking it upon myself to issue a call to all potential SMBX devs! Even if you've never touched the engine, now's the time to give it a shot!


~ The Rundown ~
There is no maximum number of participants: Anyone can join, even those who've had no experience with the SMBX engine. Consider this getting your foot in the door.

~ Projected Timeline ~
Sign-ups: 01/01/12 ~ 01/6/13
Development: 01/06/13 ~ 01/27/13
Judging & Compilation: 01/29/13 ~ 01/31/13
Release: 02/01/13

That's all tentative. I am the worst procrastinator.

~ Submission Prerequisites ~
  • Make all levels in SMBX. (This is critical, people!)
  • All levels should be compressed in ZIP folders. When saving your level, always put your name followed by the name of the level. For example: “yourname_levelname.lvl”
  • Rate each submission on a scale of 1 to 5. Here are some vague words attempting to define each difficulty.


  • 1) Mild
  • 2) Tricky
  • 3) Challenging
  • 4) Tough
  • 5) Endgame

  • You must include one (and only one!) SMW Checkpoint within each level, as this is all SMBX will support.
  • The level must end with a ? Sphere.
  • Place both the Player 1 and Player 2 start locations.
  • If you include a boss, you may use any but Mother Brain. But I encourage putting your focus into the actual level.
  • No midbosses though.
  • You must be able to clear the level without taking a hit.


~ Level Rules ~
  • Castles are supposed to be challenging. That doesn't necessarily mean difficult. Try and stay within the precedent set in previous Mario games. The purpose of this project is to get the hang of challenging the player without frustrating them.
  • We're going for quality over quantity here, so you may submit up to 3 levels total.
  • You are not limited to staying within any of the “styles” the castles previous Mario games adhered to. Use them as guidelines, but don't be afraid to innovate. Have fun with it!
  • You may use custom graphics and MP3s if you wish.
  • The game will only utilize Mario and Luigi as characters, so don't make Peach or Toad levels.
  • All water must be swimmable. Waterfalls must not be.
  • An average castle should take no longer than 2 to 4 minutes to complete. (And no shorter than 1 minute)
  • This will be a strictly one player game. You don't have to design your castle to support co-op.
  • No secret stars.
  • No dialogue! That means no message blocks, signs, or talking npcs!
  • You must have at least one power
  • up. Remember that the amount of power-ups and how you place them contributes greatly to the difficulty of a level.
  • Use invisible blocks wisely. No putting them over pits or other nonsense of that sort.


~ Important Note ~
Remember that this is open to anyone who wishes to explore SMBX as an engine: I'd like to see a lot of new faces for the next RMN Bros! There's a lot of quirks to the editor that I neglected to explain, and so you'll probably have lots of questions. I refer you to these tutorials, but don't hesitate to post your question here. I don't know everything about SMBX, but I'll likely have the answers to any the questions you'll want to ask.

Details

  • 01/02/2013 12:00 AM
  • 01/31/2013 12:00 AM
  • Isrieri

Registration

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Posts

masterofmayhem
I can defiantly see where you’re coming from
2610
author=Isrieri
Gamepad compatibility is such a pain in the ass I forced myself to learn playing with the keyboard.

You have to Start up the actual game and arrive at the title screen. If you go to Options, you'll be able to change the controls from Keyboard to Gamepad or Controller (its been a while). But you must have your Controller plugged into the USB port before you start up, otherwise it won't register. THEN you exit out and go into the level editor, finally able to play on the Gamepad.

As for elements that define a castle? I suppose it should be self-contained. Meaning it needs to be indoors primarily. You can have outside areas, but most of the level should take place inside the castle, proper. Use the castles from the early Mario games for reference: Particularly the ones from the original Super Mario Bros. Mario 3. And Mario World. Firebars, Lava, a Ceiling, whatever. They should be the template, but you can be a little creative with it.

Yeah I tried that, but I the game won’t register my controller I don’t think. Even though I always have it plugged in (for RPG maker preposes). Which is stupid because it works on everything else.
Isrieri
"My father told me this would happen."
6155
It could just be that SMBX is very persnickity about what it accepts as a "Gamepad." My buddy had a SNES gamepad that we tried to hook up so we could play co-op, but the game simply wouldn't register any button prompts. The computer did, just not SMBX.
Stuff like that is what Joy2Key is made for. Map those gamepad inputs to keyboard inputs and let the good times * roll!


* killing each other constantly
Seiromem
I would have more makerscore If I did things.
6375
-I have complete faith that no one will ever read this edited comment until after the masterpiece set is done. If you are reading this comment, and it is before the masterpiece set is done, Say something relevant, then end it with Koopla-
author=Isrieri
As for elements that define a castle? I suppose it should be self-contained. Meaning it needs to be indoors primarily. You can have outside areas, but most of the level should take place inside the castle, proper. Use the castles from the early Mario games for reference: Particularly the ones from the original Super Mario Bros. Mario 3. And Mario World. Firebars, Lava, a Ceiling, whatever. They should be the template, but you can be a little creative with it.

Exactly how creative can we be? Does it have to be a Mario style castle?
Isrieri
"My father told me this would happen."
6155
author=nin8halos
Does it have to be a Mario style castle?

Nope. You can go ahead and make a Megaman castle if you'd like, so long as it ultimately adheres to Mario gameplay. No long-ass corridors of enemies or Fire-Breathing-Dog minibosses.

I probably won't be too impressed by it though. I could care less about graphics. You ought to focus on how the level plays, not how it looks. We're not out to make the most distinctive or unique levels, but to make cunning castles with challenging & unique obstacles, engaging gameplay, interesting secrets, and novel level design.

Everybody get that?! That's the goal here!
Which I neglected to make clear. I fail at managing. :<
author=Isrieri
You can go ahead and make a Megaman castle if you'd like, so long as it ultimately adheres to Mario gameplay. No long-ass corridors of enemies or Fire-Breathing-Dog minibosses.
I probably won't be too impressed by it though. I could care less about graphics. You ought to focus on how the level plays, not how it looks. We're not out to make the most distinctive or unique levels, but to make cunning castles with challenging & unique obstacles, engaging gameplay, interesting secrets, and novel level design.

Don't worry. I'll make them awesome. I won't even put in a boss until the third one. (Though I was really tempted to recreate that MM2 dragon boss for Castle #1).
masterofmayhem
I can defiantly see where you’re coming from
2610
I’ve done a level, but it’s less of a castle and more of a huge tower you have to climb (though you do go inside it at one point). Dose that still count?
I might try something in this event.
Seiromem
I would have more makerscore If I did things.
6375
I daresay I don't think there are many people as graphically inclined as Davenport o.o
Anyone have a suggestion for music for a fast-paced Air Fortress?
Blobofgoo
Legs are a burden. Return to snek.
2751
author=jackalotrun
Anyone have a suggestion for music for a fast-paced Air Fortress?

Can you elaborate this more. Is it floating? Close to space? I always choose my music based on the setting.
This will spoil my level, but as BoG said, I do the same. But, strangely, I base the level off of music I listen to, and normally use the song I listen to as the stage theme. Guess the idea of what I'm making my castle to be:
author=apa649
Sky Sanctuary?

Nope. This is a Sonic 2 stage song, not Sonic and Knuckles.
It's been awhile since I played the classic Sonic games. It sounded like it would belong into the sky. :)
masterofmayhem
I can defiantly see where you’re coming from
2610
author=pyrodoom
Nope. This is a Sonic 2 stage song, not Sonic and Knuckles.

It's Aquatic Ruin.
author=masterofmayhem
author=pyrodoom
Nope. This is a Sonic 2 stage song, not Sonic and Knuckles.
It's Aquatic Ruin.

YAY! You got it!
author=Blobofgoo
author=jackalotrun
Anyone have a suggestion for music for a fast-paced Air Fortress?
Can you elaborate this more. Is it floating? Close to space? I always choose my music based on the setting.


It's going to be on and inside a cloud...
masterofmayhem
I can defiantly see where you’re coming from
2610
author=pyrodoom
YAY! You got it!


I know my sonic.