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

Seiromem
I would have more makerscore If I did things.
6375
I'll be making them changes to Funklen Tomb soon as I'm outta school.
Damned school.
Tried something rather basic this time around, most likely it didn't work, but I won't mind too much.
Oh and I didn't get much work done on this project or any project for that matter in the last 2-3 weeks, other than my school stuff. Every time I would've had an opportunity my brother was playing LoL. (He just got into it)
So yeah.
Difficulty, I have no idea I'm gonna say 2, but it's probably higher, maybe. I don't know what is classified hard these days.
Seiromem
I would have more makerscore If I did things.
6375
author=apa649
Every time I would've had an opportunity my brother was playing LoL. (He just got into it)


I'm an active LoL player, and I have one thing to say.
You'll never use your computer again.
Seiromem
I would have more makerscore If I did things.
6375
author=Isrieri
seiromem
FUNKLEN TOMB

-I like the entrance area better now. The tomb walls are a lot more distinctive than the simple hole you had before.

-Don't make the donut blocks spawn though. That was a good idea in Sky Palace, but not in this level! If it doesn't trap the player when they all fall, there's no reason to make them generate. Plus it looks weird.

-If I can't get that 1up by making the jump on the thwomp. It's too hard. I still like the idea, but as I keep saying: No margin for error! You have to be perfect! I'll let you guard the hammer suit this way, but you should just take out that first 1up.

-I gotta say, I kinda liked some things you did in your old level more than this one. Hey! This one is still good. There's a lot more variety here, and that's never a bad thing. This draft will be far more memorable. But I was more fond of the setups you had in the older level. Did you hang onto the old draft? Or did you delete it?

-I knew that music track was a good choice. Much better than the Shadow Temple. Makes it feel more like a dungeon.

-Like I told you last time. Make sure all the shellkickers are at least 1 tile away from their shells. No matter what.

-Those pipes sure take you every which way. Easy to get turned around, but almost impossible to get lost. The level guides you to where you need to go. I can dig this.

-But the pipes in the checkpoint room are too much. You need to make those more linear: One pipe shouldn't take you farther along the section than another. And when you go back through a pipe, it should lead back to the same pipe in the checkpoint room. To not do so there comes across as amateurish.

-Get rid of the venus plants in the pipe corridors. They were better placed in your old draft, but not here. It's too hard to get around them without taking a hit. The corridors with just the normal plants will be enough anyway.

-Nice didgeridigdoggers you got runnin' around on the spikes.

-You could do with some more powerups in spots: You often leave the player wanting for one. Like in the first area: Y'know how you have that dragon coin in that alcove up above? That should be a powerup!

-Your level was much better when it didn't have a boss. Get rid of him. Believe me, sometimes it's just not worth sticking a boss in your level.

-Thanks ya!

-I'll despawnify them

-I'll agree to it, but I'd like to ask when did you jump off the thwomp in the first section?

-I've hung on to it, but the reason I re-did the whole thing was because I didn't think what you suggested could be implemented well enough.

-Yup, good ear.

- You told me that last time @.@?
I'll do that though.

-I doubt I could've done as well with that in my old draft.

-Alright, I'll do some fiddling.

-Kay

- Yeah, I'll do that. The dragon coin is pointless anyways, there aren't any others around =P I'll attempt to add them in different areas.

- About the venus plants, I'll only get rid of 1 when there are 2, and move them to better spots. The whoole gimmick, I feel, is where to stand when the venus comes out to shoot at you, so that you can dodge the fireball. For example, where not to stand to jump is where there is a piranaha coming from above. AND IT IS THIS THAT YOU'RE HAVING TROUBLE WITH!
The venus plants aren't the problem, it's the amount of spaces where you can comfortably dodge them!

- I don't know why I thought it'd be better to have a boss. I'll save my Uber macho Kaizo no-fun-time tough boss for my last castle.
(It's a Dr Toadly Castle, but it's different I sware it!)

The Changes Have been implemented!
Stonebrick Castle - Apa649

Positives
-The level flows really nicely. Everything has been carefully measured, and it shows through.
-Subtle Secret Areas
-Awarding the player for failing a jump off of the skeleton boat.
-Different game mechanics dependent upon whether the player has a power-up or not.
-Unique Twist on a Boss Battle
-Clever ? Sphere placement

Negatives
-Not all players will know to spin jump off of the grinders.
-Checkpoint comes way too late in the stage. It took me four tries to reach the checkpoint, and only one try to complete the rest of the level.

Palace of Frozen Daggers - MasterOfMayhem

Positives
-Awesome music; very atmospheric.
-Consistent color scheme; even the purple yoshi matches!
-Falling Chandeliers
-Multiple Paths = Replay Value
-No Boss Battle; we need a few levels like this to balance it out.

Negatives
-A tad cluttered
-Lava disguised as water. Maybe make it purple instead? (And why can the fish swim in it, but not Mario?)
-Wasn't sure whether you were aware of it, but yoshis can walk on the 'frozen daggers.'
Seiromem
I would have more makerscore If I did things.
6375
Added the updated version of Funklen Tomb!
Fixed nearly everything mentioned in Albino's Arenas!

-Reduced the first couple of firebars to 6
-Removed the Twilight Zone
-Replaced all koopas with goombas
-Yoshi Coins now replace sections of the floor with lava for killing the ninji
-Increased the difficulty of wave 4
-The falling ceiling blocks can no longer be picked up

Anything else? Or is my level officially approved?
Seiromem
I would have more makerscore If I did things.
6375
Desmo, I must be having some sort of problem, because the level is impossible to beat.
In section 2, there are some blocks labled Block one, with the button on them. These blocks disappear, the butten falls, and die in the lava making it so I can't proceed Why?
masterofmayhem
I can defiantly see where you’re coming from
2610
author=Desmo360
Palace of Frozen Daggers -MasterOfMayhem

Positives
-Awesome music; very atmospheric.
-Consistent color scheme; even the purple yoshi matches!
-Falling Chandeliers
-Multiple Paths = Replay Value
-No Boss Battle; we need a few levels like this to balance it out.

Negatives
-A tad cluttered
-Lava disguised as water. Maybe make it purple instead? (And why can the fish swim in it, but not Mario?)
-Wasn't sure whether you were aware of it, but yoshis can walk on the 'frozen daggers.'


The water is actually water, but there are lava tiles were the fire emerges from. I was actually thinking of removing the fireballs if someone can offer an adequate replacement.

And yes I was aware that Yoshi can walk on the spikes.
author=seiromem
These blocks disappear, the butten falls, and die in the lava making it so I can't proceed Why?


I was having similar issues...but then I fixed it. It worked every time I tried it after that. I'll take a look again later

author=masterofmayhem
I was actually thinking of removing the fireballs if someone can offer an adequate replacement.


Make all the water dangerous?
Make all the water purple?
Idk, but I would suggest fixing it.
Seiromem
I would have more makerscore If I did things.
6375
You could always just not put lava under the fireballs.
Isrieri
"My father told me this would happen."
6155
author=masterofmayhem
I was actually thinking of removing the fireballs if someone can offer an adequate replacement.

FISH

IN THE WATER


Or you could put spikes in the water. Have the best of both worlds: Water combined with the frozen daggers would be really cool. (GET IT?!?)
Sky temple is now complete. (All changes implemented)
Reduced contents for both files.
Isrieri
"My father told me this would happen."
6155
STONEBRICK CASTLE

This actually isn't that bad, Apa. First thing's first though: You need to move the checkpoint back. I say that you should never put the checkpoint before the boss in a Mario level: A boss shouldn't be a complicated or long fight, the only reason he's there is to provide a final hurdle before you beat the level. The checkpoint should always be placed relative to the level's difficulty. This level is too long to not move it further back.

There's some things about this level I like and some I don't: I think the ceiling looks a little bland, and you could probably spice it up by making the ceiling up with "blocks" like Ratty did and Davenport did in Gimmick Castle and Agony Castle, respectively. I don't at all like that one part where you have to go through a hole as small mario. You should come up with a different idea for that part.

-You did use the springs well. I like that run under the thwomps and the final bounce on the spring (the checkpoint ought to go after that). But I especially like all the secrets you put in your castle. I thought I found both of them, but I missed the drop into that pit with the raft. You can't make the bonus room have lava though: You'll already surprise the player because they'll think it's just a pit, so all the lava in there needs to go. I would also put more than just a 1up and fire flower down there because of how super-secret it is. A 3up and hammer suit would be better. You also need to 3 instant warps to that room instead of just one. Otherwise there's a chance they can fall in the hole and die.

I have other things to say about it, but I'll cover those later when there are more updated levels to review and I have more time. If you can think of some other ideas in the meantime, feel free to implement them.

author=seiromem
I'd like to ask when did you jump off the thwomp in the first section?

As it was rising up, not when it reached the ceiling. It doesn't matter though: I knew that you can do it, it's just way too hard to do so for only a 1up. I was able to get the hammer suit.
STONEBRICK CASTLE

Why is the level one tile higher than a full screen?

That is all.
Isrieri
"My father told me this would happen."
6155
It's a secret.
Ratty524
The 524 is for 524 Stone Crabs
12986
Submitted version 4 of Gimmick Castle. I decided to redo the boss fight from the ground up, and it should decrease the count of boom boom fights in this compilation. Let me know what you think.
Thanks for all the feedback on Stonebrick castle. I'll try and correct everything, escpecially the checkpoint.

author=nin8halos
STONEBRICK CASTLE

Why is the level one tile higher than a full screen?

so that I have 1 tile more space to work with...

author=Isrieri
You also need to 3 instant warps to that room instead of just one. Otherwise there's a chance they can fall in the hole and die.

I could've sworn I accounted for this already, I believe I have two there? or not. I could be mistaken.

author=Isrieri
You can't make the bonus room have lava though: You'll already surprise the player because they'll think it's just a pit, so all the lava in there needs to go.

Aww.. I like that lava, but I'll take it off if you want.

I'll be implementing this today probably after school or tomorrow. Assuming my brother won't be playing on our crappy laptop all day.
Seiromem
I would have more makerscore If I did things.
6375
Nin8halos also gets the award for being the first person to have all three of his castles accepted.
halibabica
RMN's Official Reviewmonger
16948
I could get three approved if I wanted...which I DON'T.