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

You must be logged in to sign up for Castles- Masterpiece Set.

Posts

I've been working on the level more, and I agree with all of them. In fact I've already changed, almost all of it.
- Checkpoint, ceiling, skull secret and the yellow brick area have all been modified
- I have been strugling to make a diffrent boss too actually, and is the reason I havent updated the file yet. Because as of now the boss is a real mess.
- I'll think about changing reznor platforms to cement and I'll change the connecting tiles to side tiles in the sphere room.
- I have added a couple of things in the level too, but they shouldn't break anything.
- The yellowbrick at it's current state is passable as both big and small Mario, but I switched it around. Now you are being rewarded if you are big instead of making it harder for biggies. Of course Big can still use the small Mario route.
- I believe I might have tucked the checkpoint too far back... I'll probably change it again
- Skull secret is now completely lava free, I added the HB suit and made the 1up a 3up
- I also changed most if not all fire flowers to leaves, I can change them back, but I believe leaves have more impact on how you beat the level, as in they actually help instead of being purely decorational like the fireflowers
- The ceiling is now mainly out of blocks, but I wanted to do some contrast in there too so I added some darker brick sections and some random pools of lava. I'm just hoping that it's not too distracting ( and a secret shh... )
author=apa649
I've been working on the level more, and I agree with all of them. In fact I've already changed, almost all of it.
- Checkpoint, ceiling, skull secret and the yellow brick area have all been modified
- I have been strugling to make a diffrent boss too actually, and is the reason I havent updated the file yet. Because as of now the boss is a real mess.
- I'll think about changing reznor platforms to cement and I'll change the connecting tiles to side tiles in the sphere room.
- I have added a couple of things in the level too, but they shouldn't break anything.
- The yellowbrick at it's current state is passable as both big and small Mario, but I switched it around. Now you are being rewarded if you are big instead of making it harder for biggies. Of course Big can still use the small Mario route.
- I believe I might have tucked the checkpoint too far back... I'll probably change it again
- Skull secret is now completely lava free, I added the HB suit and made the 1up a 3up
- I also changed most if not all fire flowers to leaves, I can change them back, but I believe leaves have more impact on how you beat the level, as in they actually help instead of being purely decorational like the fireflowers
- The ceiling is now mainly out of blocks, but I wanted to do some contrast in there too so I added some darker brick sections and some random pools of lava. I'm just hoping that it's not too distracting ( and a secret shh... )


My computer has crapped out and I can't exactly look at your level to help you with the boss. I'll say this though, if the level is long enough, you don't have to have a boss.

Heck, you could always throw in Boom-boom an exciting and creative boss. :)

A powerup should be useful above all else. I agree with you changing the fireflowers to leafs if it gives the player more options.

Best of luck to you on your level.
author=pyrodoom
author=Ratty524
author=jackalotrun
author=DarklordKeinor
author=Blobofgoo
I've found that I have enough stuff in the graphics pack to make an entire castle out of CANDY...
That sounds like a delicious idea. ^-^
Kill me...
*kills*
Though shall not kill.
You shall not pass!
You will not pass GO.

I knew it would be Ratty Maybe Link but he isn't really here is he...
For your note Isrieri I do test my levels but I do sometimes forget during some updates but I did fix some things (checkpoint, buzzsaw eg. eg.)
I'll have a look at the graphical things in a moment...
masterofmayhem
I can defiantly see where you’re coming from
2610
Gee Isrieri, why don’t you just make the entire level for me?
I've done a couple of updates and I would prefer Isrieri to keep up-to-date with his reviews since at least a third of what he mentioned I had already fixed...
Isrieri:

It was the first time i made an SMBX castle level, and the first time i made one publicly available. The level was designed to be a more beginning-game level, and i didn't want to put a boss in due to the fact that making one work is a pain. I kinda wanted to make it be a uniquely SMBX castle, and as such i used the switch blocks and etc. The falling "barrel" was actually one of the SMB3 NPC blocks.

Btw: I changed not one graphic, so the disappearing npc's isn't that. I guess I can try for more of a traditional SM1/3 castle.
Level: Gatecrashers
By: kentona
Rating: 2/5
Boss? No
Description
A pretty straightforward SMW styled castle, wherein you dodge some thwomps and thwimps and then climb a lot of fences and avoiding lava. Nothing to call home about.
Decky
I'm a dog pirate
19645
My internet is back up and running. I still have time to craft a level but probably not to give feedback :(
Seiromem
I would have more makerscore If I did things.
6375
author=Isrieri
seiromem
FLOOD CASTLE

-Music takes a good 5 seconds to start up. I'd just use the N64 water temple theme. Or maybe Temple of Droplets from Minish Cap. I like that better than the Water Temple anyway.

-I think what nin8halos was saying is that most of the challenge in your level comes from the enemies and not from the actual level's design. Which is true! Pretty much most of Flood Castle's challenging parts in the water are because of all the fish you have down there combined with some other enemies. That means there's a lot of stuff going on at the same time, and makes your level really busy.

-But that's the challenging thing about this sort of level: Exactly how do you make water levels difficult then? You can float wherever you want in the water, and the player can easily get around static obstacles if he knows how. All it will feel like is a big waste of time. But that leaves only one way to make water levels engaging, enemies. And just having enemies in the water and nothing else is kind of boring. See what I said about water castles being hard to make?!

-This level has a bit of a problem. I made a rule no one knew about: All waterfalls must NOT be swimmable. But only masterofmayhem has used them in a level. And it's only a rule for the sake of consistency. I may make an exception for you if you retool the level well enough.

-Hey! Fish that spawn out of a pipe and then jump out of the water to get you! You're a regular chip of the ol' block aren't ya?! ;)

-The blooper in the waterfall is interesting, but I don't know if I like him yet. At any rate, uncheck Auto-Align and center him in the middle of the water.

-Well placed jumping fish at the start. I smiled when I saw one go into the waterfall.

-I like how you used the SMW Bonus background. It makes this castle feel different.

-I think the spawning slimes in section 2 is overkill. Just have one there.

-I would also take out those two bowser statues underwater for the same reason.

-I see no reason to have an automatic hammer suit just for getting the checkpoint. Take it outta there.

-The venus plant in Section 4 ought to go. Make it a regular piranha plant instead.

-I also think the bowser statue in Section 4 can go as well! There's enough stuff going on underwater the player has to worry about.

-Section 6 is kinda bleh. I like the way it looks, but I think there's a bit too much going on. The blooper can glitch himself out of the water, so he needs to go. The sparks and flying fish are neat, but I don't like both of them together. You ought to have just one or the other. Dunno about the bowser statue. Maybe have a corridor of just them? The spawning slime ought to go.

-HA! Dr. Toadly made me laugh. Nice surprise. But dude! The boss fight sucks! This one's even worse than the one in Dr. Toadly's Appearance. The bombs take too long to spawn and they take forever to learn to catch while you're swimming. You should never expect the player to have to catch bombs while they're in midair. And they take so long to fall down to the platform at the bottom, by the time they get there it's too late to pick them up. But the big problem is that the fight is boring. There is no skill involved and it feels like I'm breaking through a very thick wall of bricks. Get rid of him!

-Otherwise this isn't too shabby! Cut back on the enemies and try and make the underwater parts interesting to swim through instead of plain challenging. The trick with water levels is to make them peaceful swims instead of vigorous athletic events.



-Yeah, I noticed this, guess Minish cap reigns supreme!
-This is gonna take a while, I can tell x.x
But who said I ever give up? Uhh... that would be me.... But not this time!?
-Maybe, just maybe I can make it work.....
-I think I might just use it more ;)
-There is no middle of the waterfall, it's two tiles ?.?
-I'll be adding more jumping fish where is makes sense, maybe (about the adding part)
-Whythanks
-Kay
-Right then
-You get that automatically when you get the checkpoint!?! Gwaaaah I didn't know that!
-Say bye venus plant
-If you insist
-Sparks, but not nearly as many, with bowser statues?
-You're quick to the scrap finger with the Dr aren't you? Well, the fight will go....
-We'll see what I can do!

These changes have not been implemented yet
Isrieri
"My father told me this would happen."
6155
author=masterofmayhem
Gee Isrieri, why don’t you just make the entire level for me?


masterofmicromanagement
Gatecrashers:

Almost perfect. The star at the end is supposed to be a ? sphere. Other than that, absolutely no complaints.

King Koopers Kult Klassic:

Pretty good easy castle. The mushroom after the checkpoint tends to fall into the lava before I can grab it. Also the last lava pit is lacking the top layer of tiles.
author=Isrieri
author=masterofmayhem
Gee Isrieri, why don’t you just make the entire level for me?
masterofmicromanagement


It must be hard when you have a creative vision and then people go and ruin it by making a bunch of Megaman levels.
before I start making this, what do you think of a level where all the rooms have a border?

Isrieri
"My father told me this would happen."
6155
@Link2112: That can work as long as it isn't too tough a level. Is it just a non-linear stage or do you have to go all over the place to beat it? I'm guessing a key will be hidden somewhere and you have to bring it to the locked door or something.

But whatever happened to The Reznor Pit?! Unless you want to drop that one, you should work on fixing it up first!
Gatecrashers:

Almost perfect. The star at the end is supposed to be a ? sphere. Other than that, absolutely no complaints.
I couldn't remember what it was supposed to be so I guessed! Anything else?
Seiromem
I would have more makerscore If I did things.
6375
Hey, Isrieri, how many of the secrets did you get in Flood Castle?
Blobofgoo
Legs are a burden. Return to snek.
2751
New stage called Meteor Fort. I kept thinking of calling it Meatier Fort...
My concerns are length, difficulty, # of NPCs, the boss battle. I think I would put it at a 3.5.

Feedback-a please! Mario accents are... I'm not really sure how to say it actually.

I also updated THE Temple/DDD
Seiromem
I would have more makerscore If I did things.
6375
Updated Flood Castle.
Essentially, I removed nothing whatsoever, 'cept the boss, that I edited.
However, what's important is what I did add, and that, to my belief, will basically take out nearly everything, if that makes sense!
Blobofgoo
Legs are a burden. Return to snek.
2751
Whoops... I uploaded a version that fixed a small bug by the same name, thinking it would overwrite the current one, but it didn't. I tried to delete them and than upload the new one, but I get an error. One of them is new and one of them is old, although the issue I changed is so small it doesn't change the gameplay. So, if you see a door in section 2, jump and walk into it. I'll get only the correct one up eventually, but I need an admin to delete them first (or something).
author=Blobofgoo
Whoops... I uploaded a version that fixed a small bug by the same name, thinking it would overwrite the current one, but it didn't. I tried to delete them and than upload the new one, but I get an error. One of them is new and one of them is old, although the issue I changed is so small it doesn't change the gameplay. So, if you see a door in section 2, jump and walk into it. I'll get only the correct one up eventually, but I need an admin to delete them first (or something).

You don't need an admin to delete levels you've posted. Next to the submit button is another button called manage. From there, you can delete your own levels if you need to.