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

Finished, get ready to rip your balls off! Because I sure did when making this. XD
I have to say, it's only achievement to me, is being able to go from easy, to ball breaking hard. XD Pretty much, I will make a new stage, and hope it makes up for the Jelectro/Rinka corridor. At least you can get through it without taking a hit.
My thoughts on Air Fortress:

Missing cloud tiles in some locations. Bad.
Those spiked clouds? Not enough time to get through them. A bit too difficult.
Pipe that spawns homing koopas. Very annoying. Can lead to an impossible situation.
Switches should make some kind of noise when you hit them.
Overall, not a bad level. You've definitely improved.
halibabica
RMN's Official Reviewmonger
16948
I'm gonna go against the grain and make the easiest castle in this project.
Blobofgoo
Legs are a burden. Return to snek.
2751
I'm think I'm going to be at the bottom of sign-ups forever...

Also, can someone submit more than 3 levels and then have only 3 of them in the end? (Via judgement or majority)
And now Babel:

I like the layout of the level.
Those blocks you used for the interior section can be destroyed with a hammer suit. Just sayin.
No big complaints. Not good, but not great.
author=Blobofgoo
I'm think I'm going to be at the bottom of sign-ups forever...

Not unless you're on a team, in which case you would either drag the person down, or they would pull you up. But then, there's also if someone joins that registered after you.
BTW, since this is an SMBX thread(contest or not it's a thread), I have a question for you. On your side of SMBX, how are things going?
Agony Castle:

Wow. I'm impressed with how much Davenport has improved.
This level doesn't look as mish-mashy as I expected. Level design is solid. Not too difficult, actually kinda fun. Only problem is that you can get stuck inside those spike pillars.
Blobofgoo
Legs are a burden. Return to snek.
2751
author=pyrodoom
author=Blobofgoo
I'm think I'm going to be at the bottom of sign-ups forever...
Not unless you're on a team, in which case you would either drag the person down, or they would pull you up. But then, there's also if someone joins that registered after you.
BTW, since this is an SMBX thread(contest or not it's a thread), I have a question for you. On your side of SMBX, how are things going?

No teams are allowed..

I started my stage today. It features every giant enemy I could find. I also found out how to make the SMW ball and chains. Most of my time was actually spent collecting the graphics.
Pyrodoom

I seriously suggest that you make that spiral easier, it is rediculously hard, especially to say it's impossible to get any power-ups during that time...
May I also suggest changing the Jellyfish to, I dunno, Amps?
Good level to start with, then there was just too many enemies, lay em off a little bit...

Fun Level: 7/10 (That jellyfish spiral is just plain annoying, otherwise)
Castle Level: 9/10 It's underwater, which is ok...
Difficulty Level: 4.5/5 or at least for the spiral, the rest is about 3.5...
author=nin8halos
My thoughts on Air Fortress:

Missing cloud tiles in some locations. Bad.
Those spiked clouds? Not enough time to get through them. A bit too difficult.
Pipe that spawns homing koopas. Very annoying. Can lead to an impossible situation.
Switches should make some kind of noise when you hit them.
Overall, not a bad level. You've definitely improved.


I can't seem to find these clouds... I'll do a full-scale search... Tomorrow...
Spiked Clouds... I'll see what I can do...
Bye bye koopas...
Okay
Thanks, nice to know
Seiromem
I would have more makerscore If I did things.
6375
I am legitimately satisfied with jackalotrun's response.
I have no regrets.
Except that his hair is still there >=(
And the fact that he never made it to the end
author=jackalotrun
Pyrodoom

I seriously suggest that you make that spiral easier, it is rediculously hard, especially to say it's impossible to get any power-ups during that time...
May I also suggest changing the Jellyfish to, I dunno, Amps?
Good level to start with, then there was just too many enemies, lay em off a little bit...

Fun Level: 7/10 (That jellyfish spiral is just plain annoying, otherwise)
Castle Level: 9/10 It's underwater, which is ok...
Difficulty Level: 4.5/5 or at least for the spiral, the rest is about 3.5...
author=nin8halos
My thoughts on Air Fortress:

Missing cloud tiles in some locations. Bad.
Those spiked clouds? Not enough time to get through them. A bit too difficult.
Pipe that spawns homing koopas. Very annoying. Can lead to an impossible situation.
Switches should make some kind of noise when you hit them.
Overall, not a bad level. You've definitely improved.


I can't seem to find these clouds... I'll do a full-scale search... Tomorrow...
Spiked Clouds... I'll see what I can do...
Bye bye koopas...
Okay
Thanks, nice to know

What's an amp?
And sorry for the high difficulty in the spiral, but about the enemies, the only play I can think of that as a problem is on section 2, and I was going for difficulty, plus I felt that as long as you can get through without taking a hit it will be fine. Don't worry, I'll fix the problems when I learn what an amp is. :3
Skull Dungeon:

Looks like a bunch of random graphics thrown together. Just pick a style and stick with it. Level design isn't bad, but you seem to rely on propeller blocks and switch blocks too much in your levels. Propeller blocks should only be used when they add something to the level, not just as a way to avoid making ladders and platforms.
Having the boss right before the checkpoint is an odd choice. Not sure how I feel about that. The level would probably work fine without Bowser there.
Isrieri
"My father told me this would happen."
6155
If there's a Bowser before the midpoint that counts as a miniboss. No minibosses.

I'll get to looking at these levels soon you guys! I'll try and give you my thoughts on them all tonight.

Blobofgoo
Legs are a burden. Return to snek.
2751
author=Isrieri
If there's a Bowser before the midpoint that counts as a miniboss. No minibosses.

I'll get to looking at these levels soon you guys! I'll try and give you my thoughts on them all tonight.

When is "tonight"? We don't all live in the same timezone, so I have no idea how many hours til' then.
Isrieri
"My father told me this would happen."
6155
...You're right! My bad.

I'll get to looking at these levels soon you guys! I'll try and give you my thoughts on them all tomorrow. Either early in the morning around 12:00 or 1:00 AM. If not then, then around 5:00 PM after work. East Pacific Time.
Ratty524
The 524 is for 524 Stone Crabs
12986
Just submitted my first entry for this event: Gimmick Castle. As I forgot to add in the difficulty rating I'd give it a 4/5... but I expect revisions incoming.

I'll give some of the other entries a try and contribute to the feedback.
Seiromem
I would have more makerscore If I did things.
6375
Alright, now I want a more experienced SMBX player to test my level, and if THEY find it god mode then I am SMBX god >=D I might consider making it slightly a little more less difficult.

Looks as though I might get just that tonight....
Sky Tower:

Excellent music.
Buzzsaw platform thing looks terrible. Fix the mask gif.
You can stand on the rolling spike balls. Doesn't much much sense.
Propeller block again?
The second half of the level has red coins instead of gold ones. Is there a reason for this?
I suggest limiting yourself to just one style of graphics per level. It seems that the more stuff you have access to, the more stuff you throw into the level, just because you can.
Not a bad level though. It's playable. The elevator section is too long, though. It gets annoying after a while.
Castle Crash:

Excellent SMB3-style fortress level. I love the rising lava pits. The one downside is that most of the wooden platforms are slightly too high, so they drop down a bit when you stand on them.
Also, the boss room is exactly one tile wider than the screen. I just find it odd.
author=seiromem
Alright, now I want a more experienced SMBX player to test my level, and if THEY find it god mode then I am SMBX god >=D I might consider making it slightly a little more less difficult.

Looks as though I might get just that tonight....


The very first jump in the level requires excellent timing. And the ones that follow are even worse. Not to mention those donut blocks disguised as normal bricks will drop you into lava in less than a second. Tone it way down.