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

Thanks, XD.
All level changes were implemented.
The only files remaining are the functional npcs,
effects and blocks that appear at least once.

Technically this isn't the final version, it's just put there to make a point. Isreiri must love my level to want me to make it so good. It's definetly not the best level, but he seems to be going, "I love your level, here are some things you need to change if it's going to be in the episode though", I want at least one of my levels in the episode, and I have one more shot. But, Desert Palace was apparently just that good, to do OVER and OVER again. I made the following fixes:
Added a moving platform in the second section of the pyramid.
Moved the Gritties back a few spaces so there is room for Mario and the Gritties to move, without problems.
The Mouser battle stayed the same though, while the final platform leading to the boss is now a circle-like movement, that should be easier to jump to. Tested it, and it seems like this platform desyncs as well, but at least it's better than the last one. Plus the checkpoint was moved back to it's original spot.
I checked the POW block I added to make sure nothing wrong could happen, and I felt I should keep it anyway because if you didn't get the P-Block, it makes the stage slightly easier than it is at the end. Mainly, the POW block is just there to get the coins easier, and you wouldn't be able to get them all without it.
The section before the first corridor was changed so you can't use Koopa shells to gill the Goombas or the Boos, but you don't get an extra-life from nine Goombas, but kept it like that, because by then the player must have a lot of points. You would most likely get a life by then. Most other things are the same, and I don't think many more revisions are needed, because trust me, I already got that achievement in the bag, "Most revisions to a level". You said if I made these changes, then it would be considered finished, well, is it? :3
Seiromem
I would have more makerscore If I did things.
6375
Points are pointless. You don't gain a 1-Up from gaining points.
It's mostly some high-score thing that never found much use though.
author=seiromem
Points are pointless. You don't gain a 1-Up from gaining points.
It's mostly some high-score thing that never found much use though.


You can only gain lives through the point system by chaining enough hits off of the enemies.
Isrieri
"My father told me this would happen."
6155
author=pyrodoom
"I love your level, here are some things you need to change if it's going to be in the episode though", I want at least one of my levels in the episode, and I have one more shot. But, Desert Palace was apparently just that good

I'm not as crazy about Desert Palace as you're implying. At the time, it seemed like it could be turned into a nice level 1 castle, and I think it's well on its way to becoming that. I've only been rejecting levels that I think aren't worth trying to save, and Desert Palace was simply worth trying to save because it was possible to make a good level out of your first draft. Your current version isn't anything mindblowing, but my impression was that it wasn't supposed to be. Just a simple fun desert temple. I'd rather we work on improving existing levels than to start from scratch each time something doesn't pan out. It's better practice.

author=seiromem
Hey, Isrieri, how many of the secrets did you get in Flood Castle?

....I honestly forget. You mean the invisible blocks? I found the first P-Switch. That's about it though. Maybe a 1up? I forget where.

author=kentona
Anything else?

Nope not really.
Seiromem
I would have more makerscore If I did things.
6375
author=Isrieri
....I honestly forget. You mean the invisible blocks? I found the first P-Switch. That's about it though. Maybe a 1up? I forget where.


Did you find the P-Doors In section 1?
Also, I hope the hammer bro suit can no longer be gotten from just getting the check point, there is a secret to getting that.
Blobofgoo
Legs are a burden. Return to snek.
2751
author=DarklordKeinor
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.
I get an error when I click the delete buttons form the manage page. Someone did it anyway so now I just have to upload the right one tomorrow.
author=Isrieri
@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!

that is going to be the reznor pit.
it will be kind of a puzzle with stuff to activate to alter the possible paths.
it won't be jam packed with npcs.
Hey, my level was accepted! Thanks for all of the great feedback, guys. I would've made more levels, but now that I'm focused on SMBX again, I'd like to get back to my own game. G'luck to the rest of you!
7 days and my level isn't accepted yet...
Fear just slapped across the face with a HUUUUUUUUUUUUUGE rubber glove!!!
Eek....
Blobofgoo
Legs are a burden. Return to snek.
2751
author=Blobofgoo
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


I sorted it out. Still looking for feedback on above stuff.
masterofmayhem
I can defiantly see where you’re coming from
2610
My level's doen.
I updated my Stonebrick castle... Finally
I addressed all issues people gave forth to me I think, apart from reducing the castle roof by 1. I'd rather die than reduce it!
I changed the boss, I hope it's more interesting, less monotonous and more fun. You could beat it from anything between 8 to 60 seconds, Depending on your aproach and such.
I have 1 problem with it, that can be fixed, but I like the yellow yoshi, iceflowers, leaves and HB suits so I most likely wont fix it. Unless it's a deal breaker...
Isrieri
"My father told me this would happen."
6155
Well hey! These revisions are starting to shape up pretty well! I was much impressed by what you guys have done. I'm pressed for time at the moment, and I know the deadline is drawing close. So let me give you guys some quick feedback.


@kentona: This was indeed nothing to write home about. But that's all I ever wanted *cue viola.* I have no nitpicks or suggestions. I will say that this castle is an suburb example of how to place Dragon Coins. I totally thought the boss was gonna be easy, but he was hard! That's how it's done! Since the only thing that needs fixing is the star at the end, I'll just do that during compilation.


@pyrodoom: Yep! I knew this level would shape up well. I won't lie, this level is also nothing to write home about: It ain't gonna win any awards. But you should be proud of this. You worked hard on it, and I think it's a lot of fun!

The only thing I think you should add are some coins that appear when you hit the p-switch. Put 'em in the big room, maybe in the shape of an arrow to lead you up the vine. That way players won't hit the p-switch and be at a loss for what to do. After that, it's GOOD TO GO as far as I'm concerned.


@Davenport: It took you a while, but I now believe your levels are all up to par! So they are Accepted. Do me a favor and don't re-upload them now that they're finished. ;)


@masterofmayhem: The level is now awesome.


@jackalotrun: You're almost there! I still want you to add those Ghost House backgrounds in the tower and firebar room. But I guess you're already on that. I need to do some more in-depth testing of it, but the tower section is looking pretty nifty now. But dude! You're killing me with that koopa: Just have the hovering koopa you did before, only have him Activate the event. I ain't accepting the level till you do! (To clarify: When I say "Activate" I mean the Activate option under his Events tab. Just like how there's a "Death" option.)

Also, since you took out that single yellow switchblock, the blue ones are too high for Mario to reach. I know he can make it with a running jump, but it seems silly to have to force that. That's why I told you to add a small ladder there, so Mario can just up on that. Or you could make some platforms on the left side that Mario can jump off from to reach the blue ones. Whichever's easier.


@Blobofgoo: I'm liking Meteor Fortress. It's a little flat at the moment, visually, but it plays decently. I especially liked the underground area. Deadly Danger Dungeon is better now as well. I was trying to think of some other ways to spice the level up, but it could probably work as-is if it's a level 1 castle. I'll have to go test it some more.


@apa649: Interesting use of sizables on the ceiling. I don't think I've ever seen anything like that. Your level now gives me a little lag because of all the blocks, but it's not terrible. The boss left me flummoxed. I still haven't beaten it yet, and need to test it some more. I'm digging it though. It's based on quick reflexes right?

The castle itself is now much better. I don't know what's up with that one coin block above the lava near the beginning. This level is shaping up nicely.


@seiromem: Excellent idea to use the blue bricks. It makes the level far more interesting than it was before. The first two sections are also vastly improved. I couldn't think of much to suggest, but I may have some other suggestions when I take a more in-depth look.

The boss is better too. But it's possible to kill mouser with the bombs and leave Dr. Toadly in the glass. That's a big design flaw! I actually managed to kill the Dr. by making a fish bump into him. That's kind of humorous. But, make sure to do something about Mouser. Make him friendly maybe? Or extend the level borders so it isn't just one screen and try to rework the fight a bit.

Also, Dr. Toadly needs a boss theme to call his own. (He absolutely screams Sega Genesis to me)


What do you all think of a Grassy level the player can play before entering the castle? It would be optional like all the other levels, but I think it would serve the upcoming game well to have a super-easy Obligitory Grass Level before the onslaught of castles. Of course, we couldn't say its a game of nothing but castles then. Put it to a vote before I bother to make one!
Isrieri
"My father told me this would happen."
6155
I said the Dragon Coins were suburb!
@isrieri
I think that this compilation should be strictly CASTLE-ONLY
It just would stick out like a sore thumb with a huge nail in it (the iron version)
And I don't really know how this ghost house block thing will work with my castle just because instead of it being platforms in a tower shape it's inside a tower unlike Babel, i'm not saying I won't do it, i'm saying it will take me a small amount of time first to figure out a style...
Ratty524
The 524 is for 524 Stone Crabs
12986
It should be superb not suburb.

BTW 42 notifications. x_X
Seiromem
I would have more makerscore If I did things.
6375
author=Ratty524
It should be superb not suburb.

That's the point xD
EDIT: Found a way, updating soon....

EDIT II: And I've added the music and fixxed up that boss! Now you can't kill mowser, and the sushi can't kill Toadly!

Gotta say Isrieri, great music suggestions for levels.
Blobofgoo
Legs are a burden. Return to snek.
2751
So, are there any suggestions for DDD, or am I just waiting for it to be accepted?