Ends 04/13/2010 12:00 AM

Super RMN Bros. is a community event where everybody tries to make 2D Mario platformer levels and they all get put into one game: Super RMN Bros! The tool used for this is Super Mario Bros. X v1.2 Beta4, a PC Engine made to emulate the Mario games made on the NES and SNES. This event is to let everybody try out this new tool and see what we can make in two weeks in a genre everybody has played! Whip out those old Mario level drawing you made when you were eight! Live the dream of making your own Mario game! Show that RMNers can do more than just make RPGS!

Rules

  • The end of level marker is always a star. Each level can only have one star in it. Stars give a progress indicator throughout the game and for individual levels and since all levels will be available at the start of the game Stars are the best way for players to know what levels they've already done.
  • You can submit as many levels as you want as long as they fall within the rules.
  • Levels that don't meet a minimum level of quality will be rejected. Levels must be complete and all stars must be possible to acquire. Levels also need to be stable and not consistently crash the game. Excessively difficult levels that try to emulate the rage-inducing difficulty of Kaizo Mario or Super Mario Intrigue will also be rejected. This isn't meant to be about finding ways to infuriate the player and SMW rom hacks also have the benefit of save states, rewinds, and functional midpoints. Keep your level difficulty in check.
  • No custom music. Custom graphics are allowed.

What You Need to Participate

Super Mario Bros. X v1.2 Beta4, available at the bottom of the OP in the link. This is the latest version of SMBX with extra features that previous stable builds don't have. Make sure you download the correct version, the file size should be ~37.8MB. It has everything you need to get started from the player, the editor, and three sample worlds.

Submitting Your Levels

SMBX puts each level into its own *.lvl file. All you have to do is compress that, any custom graphics your level uses, and a text file with your level name, difficulty out of ten, and any important tidbits of information that you think would be handy to know (like a walkthrough for a puzzle level so I know what to do when making sure that the level can be finished) and submit it! Please keep each level in its own archive.

I'll be making a hub world where players can access any level in any order. The hub will be set up so similar-difficulty levels will be grouped together and levels with similar themes or gimmicks will be separated.

Just What is Super Mario Brothers X?

Super Mario Bros X is a freeware game engine by Redigit geared towards having the gameplay features and physics of Mario 3 and Super Mario World while adding a ton of cool features and not having to deal with the restrictions of the old (S)NES hardware. There's a lot it can do (and unfortunately some it can't, yet) but these videos do a much better job of showing it than I could explain:

Games are distributed as a world with levels package they can add to Super Mario Bros X and play from the main game. So far there's no way to make a self contained game so all players will need to download SMBX in order to even play the game. The game does come with a large set of graphics and sounds like the RPG Maker RTPs so everybody at least has a large number of platformer resources to work with (and it'll keep the download of the actual game itself small).

HELP!

The editor can be tricky to use so I made a SMBX Help thread on our forums! If you have any questions go there for some tips or helpful links.

Registration

You must be logged in to sign up for Super RMN Bros..

Posts

Magi
Resident Terrapin
1028
I've tested mine numerous times for making certain every path can be completed. Also I really cannot give a difficulty rating, that would be something better for you GRS because my rhetoric would most likely be different than the 30 other participants
Solitayre
Circumstance penalty for being the bard.
18257
I do think it is pretty much impossible for us to give an objective 1-10 difficulty scale of our own levels.
Except

1) When compiling and placing levels having an established metric to group levels before hand will move things quicker. Having all 1-3 difficulty levels together so when playing them I can determine a difficulty against each other is faster than having to figure out what levels group with what to begin with. No it isn't a perfect system but I doubt people are going to miss the difficulty of a level so far that a level will need to move multiple difficulty groups. I also don't have access to the opinions of thirty players (never mind collecting and sorting it in a system like this) before compiling everything.

2) Knowing how to beat a level can be just as important as having the perseverance skill to do so. This is clearly not for every level but for more puzzle or maze oriented levels it'd handy to have when quality checking levels. No, I don't care if the creator and their buddies made sure that it is. Again, this would make things move faster.

3) Archives are a one click download for me while *.lvl's are not. Again, move things faster.

If any of this takes you more than two minutes you are doing something wrong. I'll have to actually sort and group these levels and I'll be having a lot more levels to deal with than you will. Following the submission rules would be appreciated.
Solitayre
I do think it is pretty much impossible for us to give an objective 1-10 difficulty scale of our own levels.

Magi admitted Lakeshore Paradise was intended to be a Star Road difficulty level. Yes, gaging the exact difficulty is impossible but it's safe to say it is in the higher tier of 7-9 *. Then when difficulty grouping comes up I won't be playing it between Kentonia and Fairway, I can play it against other high-difficulty levels and see if Lakeshore Paradise fits in or should be pushed down or up.

* this is on account of 'being star road difficult', I haven't played the level yet and I don't have an opinion of it yet.
Solitayre
Circumstance penalty for being the bard.
18257
Also when I post a level in the comments I am looking for feedback before I officially submit it. I do not want to submit an awful level that no one likes.

As for submitting improperly, that was my mistake and I apologize. I would replace it if I could but it does not look like there is a way to delete submissions yet.
Magi
Resident Terrapin
1028
agaghaghahg okay they are in zip files now
Solitayre
Circumstance penalty for being the bard.
18257
Wait, how did you do that?

Surrender your secrets to me...

Edit: Never mind I see now.
Max McGee
with sorrow down past the fence
9159
I will play Magi's second thing and Solitayre's thing tomorrow.

I am pretty psyched.

I will make the rest of my submissions in the correct format, sorry GRS.
Solitayre
Circumstance penalty for being the bard.
18257
Max, you can fix yours just by deleting the entries from your locker and replacing them with archives.
Holy crap, I had 3 pages of RMN Bros. Notice!

Jeebus Chris, people!
Dudesoft's idea about building the level and then hiding it using the level boundary works great BUT I have found 2 issues that I'm not sure how to fix:

1. Using a warp pipe on a moving level leads to instant death
2. Once the Star comes into view, it stops scrolling (like it detaches itself from the layer or something)

Also, how do I trigger an event once Mario crosses a certain point (or, alternatively, lands on a certain platform or somesuch)? Or, how do I stop an event after Mario reaches some threshold?
I want to sign up!
*Clicks "Sign Up" window"

Well, i'am created many levels for SMBX, i'am Gigabowser in SuperMarioBrothers forums too, anyways, I'm trying to post level, but i forget how!
Dudesoft
always a dudesoft, never a soft dude.
6309
guys, you can time how long the layer moves in one direction.... just do a test play and figure out how long it takes to move the layer/level, and when that time is reached, trigger another event that moves the layer 0/0.
try that. have a teleport at a unreacheable point , maybe high up in the static screen area, and position it so that a pipe ends there, best have the pipe one or two squares before the screen edge to avoid player cheating.
this way also, you could have a spike-dropping enemy above the static area, have timed enemy spawns, or just make the level so hard it doesn't need enemies.

comment=25916
I want to sign up!
*Clicks "Sign Up" window"

Well, i'am created many levels for SMBX, i'am Gigabowser in SuperMarioBrothers forums too, anyways, I'm trying to post level, but i forget how!
Dude, there's a submit level button at the very top of this screen. Top-right beside the Super RMN Bros logo.
Make sure you zip or rar your level too.
Max McGee
with sorrow down past the fence
9159
Solitayre's Fortress:
Great level. It felt a lot like a SMW level, and probably felt more like a "real" Mario level than most if not all of the levels I've played. The difficulty in is a good, moderately challenging range. It would do well in world 4 or world 5. I really liked the fish pipes, very innovative, although I think you overdid them a bit in the last section. Also, good and appropriate use of a checkpoint.

One issue I found? Be consistent with your water. You have both "no problem it's swimmable" water and "instant death" water in your level and they use the exact same graphic. XP

Magic's Road to the Fortress:
This was (unsurprisingly?) very hard. Suitable for either star road or one of the final levels before the final castle. Reminded me of the FUCKING IMPOSSIBLE last levels of SMB2 (which I never beat). For the most part, this was a good thing. For the first two thirds, it wasn't the brutally unforgiving twitch-reflex nightmare of Pipe Dreams, it was more of a question of figuring out how best to use the objects in your environment to proceed; the player is left in a mindset where not one shell can be wasted. Also there were a lot of cool objects Unfortunately, the last segment is just savagely unfair. I eventually gave up in frustration. I have two suggestions:

1. Add a checkpoint immediately after the coin heaven. Your current design forces players to replay a tedious mushroom block stacking sequence again and again to get back to the part where they died. I did this myself midway through the hour and fifteen minutes (minus the time it took me to beat Solitayre's fortress) I spent trying to beat your level, and still gave up in frustration. (Pipe Dreams was much more frustrating, btw, I just felt more masochistic that day I guess.)
2. If you are supposed to bullet-hop across the spiky death field toward the end (the high route) then you need to put the cannons closer (further left). It is almost impossible to bait the bullet bills. If this is not how you are supposed to proceed, then you have to change something, because the last stretch is by all appearances impossible. It's spikes, or a bottomless pit, farther across than you can jump, and either way you're being shot at.

Edit:
Ankylo: Great level, very very fun. I'd place the difficulty closer to 5 than 4 but still far from overwhelming. I played it a few times to review the branching paths. There was just one thing I couldn't understand...how do you get into Area 9?
There's one thing I'm still not sure about...

The help file I have says the world map needs to be in the same folder as the level files. This means that all levels will have to stay in the same folder, right? And how will it go about custom graphics? Custom graphics will replace those of all other levels. I don't think it's gonna work.
Solitayre
Circumstance penalty for being the bard.
18257
Thanks for the feedback, Max. I will make a new version later with some of the fixes you suggested (I am in agreement about the water in particular), as well as a few other bugs I must clear up.

And welcome, Gigabowser. I am particularly interested in hearing your thoughts about the various levels.
Magi
Resident Terrapin
1028
comment=25920
Magi's Road to the Fortress:
The spike pit across can only be traversed by carrying a shy guy and throwing it on the spikes. The last half of the level is much easier if you are creative enough to take the high road. :) If you are only trying to take the high path over the spikes and are not throwing a shy guy on as a moving platform I can see why it would seem brutally impossible (it wouldn't be possible without taking a hit) The bottom road has that vine you can cling onto, but I added a coin trail to it in my latest version so it would be more apparent.

I will re-assess the need for a mid point however

comment=25908
Also, how do I trigger an event once Mario crosses a certain point (or, alternatively, lands on a certain platform or somesuch)? Or, how do I stop an event after Mario reaches some threshold?
This is incredibly dumb but there seems to be no way to do that currently. You don't know how many cool ideas I had to scrap because of this.
comment=25923
There's one thing I'm still not sure about...

The help file I have says the world map needs to be in the same folder as the level files. This means that all levels will have to stay in the same folder, right? And how will it go about custom graphics? Custom graphics will replace those of all other levels. I don't think it's gonna work.


You can run files that are in a child folder of the world. Instead of having "level.lvl" as the level file, just have "whatever\level.lvl".