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

Isrieri
"My father told me this would happen."
6155
apa649
STONEBRICK CASTLE

-I saw in the editor all the blue coins you placed for the p-switch. Seemed a little odd to put them all throughout the level since you just have the one switch, and people tend to hit them right when they find them. But hey, it helps your level stand out.

-But, I don't know how you get the p-switch. I hope that you can get to it some other way than flying. You ought to be able to just grab it without any tricks or invisible blocks.

-Once again, the setups you have here are pretty nifty. I like the red switch blocks.

-I know we told you that it wasn't a good idea to have big Mario spin jump across the yellow blocks. And that's still true, but I think it's weird to have some yellow blocks solid and others not. You have coins in almost all the yellow blocks except the ones at the end. It would be more fair if you made it possible to break all of them with a spin jump. At least then the player would know what happens if they do, and will be more careful with their spinning. It would make the level a bit trickier, but I don't think that's a bad thing.

-The 1up on the ceiling was perfect in your first draft because it was just a little secret you could find. But now because there's lava up there, and because of the all the stuff down below, I think you ought to change it up a bit. Move the 1up in that 4 block hole next to it. So the player can see it and know there's one up there. It's just a matter of finding how to get up there.

-The skull rafts and lava you have in the ceiling after the 1up give me some unbearable lag. Suddenly I'm playing a Powerpoint presentation. I'd get rid of them and just fill in the space for that part. I like the lava for the earlier parts of the level.

-I see that you intended to make the red switch an optional thing: You can either hit it or leave it, but still make it through. But is the only way to do that to go through the yellow blocks earlier and ride the skull raft? Just checking.

-I love the second boss door you have. Great idea.

-I like the idea of your boss but I don't like the execution. The pit you have to fall into is waaay too long. It should only be one or two screens worth of falling before you get to the boss.

-The door that lets you return to the top of the pit is a nice gesture, but in this case I think it hurts the boss fight more than it helps. More often, I accidentally went into the door and had to fall back down the pit again. I'd just take it out.

-I'm not sure about the lava on the right side. You typically want to avoid instant-death in Mario boss fights unless you want to make the boss really hard, which you don't seem to be going for. I would just make it a wall.

-It isn't really clear which way the player is "supposed" to beat the boss. I figured I had to hit the green switches and nothing else. I didn't even see the red shells that spawned in! I would put them somewhere that catches the player's eye more.

-Make the sound for when the boss poofs in something more noticeable. Maybe the New Path sound or the Camera sound effect?

-The green switches ought to be lowered so that they are easier to reach: You shouldn't have to use yoshi because he's so easy to lose. You ought to be able to beat this boss as regular Mario if it's possible for yoshi to run away or die in the lava.

-A better way to have those green switches it to make the player have to hit them with the red shells. If you make the red shells easier to get, and the yoshi is lost, the player simply needs to throw them at the green switches twice to win. You can block them off with the yellow blocks you have in place already. Since it's also possible to kill the dry bones with a shell and disable the spike wall, I think this is the best way of reworking the fight.

-Other than that, no complaints! Good castle.

pyrodoom
DESERT TEMPLE

All I meant was to put some coins on a New Layer that activates when you hit a P-Switch. And have some coins in the shape of arrows that point to the vine, and then up the vine to the door. So the player at least knows what the p-switch is supposed to be for. Your level is pretty much READY though, so I can just do that during compilation if you'd like.

seiromem
FLOOD CASTLE
-Now that you can kill the Phantos with the blue bricks, don't forget to change their death effect so they look like upside-down Phantos. They look like Boos if you kill them!

-The first two sections are still good.

-I wasn't able to find that POW door till I looked in the editor. And that's cuz no one will ever find that P-switch in the checkpoint room! But it isn't in a bad spot: I would just have 3 coins in a horizontal line underneath the invisible block. Much better clue that way.

-That said, why does the POW door just lead to an empty room? You should take out the enemies and just have coins in there.

-Still don't know why there's a hammersuit for dying and spawning at the checkpoint. Why not put it in your handy-dandy bonus room?

-I really like the new corridor before the boss. But that bobbing statue can crush you against the ceiling. Just raise the ceiling around it by about 2 blocks minimum to avoid that.

-The boss is now bug free (I think). I really liked that you could kill him with a fish though. :<

-This is a good water castle. Well done. It's GOOD TO GO once you've revised the above.

-Now Dr. Toadly has an official theme song. Your welcome.

Blobofgoo
DEADLY DANGER DUNGEON

-This castle needs pits to fall into. Or spikes to impale people. If you just added some spikes here or there you'd be better off for it.

-First section is still a bit long because you didn't do a whole lot with it. The things you did add are perfectly fine to be clear, but I would cut the section off right after you get that second Dragon Coin.

-The water section is still pointless. You made it better by cutting off a large part, but the whole thing needs to go. The checkpoint would be better if you just put it at the start of Section 3.

-AHA! Here's a good idea: Have some bridges made out of yellow bricks. That would make your bob-oms more interesting! If they are walking on blocks that can be destroyed by their explosions, the player will have to be more careful or risk falling in a pit.

-I definitely don't like the firebar that's missing some pieces. Make it a whole one or think of something else.

-Also, I'm not sure why those 5 bricks next to the firebar are there. Players are going to want to look in there because they're so well guarded. They might think you have a hammer suit in there or something! So you ought to do that: Have a hammer suit and coins inside of those blocks. Or make them the castle blocks instead of the yellow ones so there's no confusion.

-The boss is okay. It's a little unintuitive, but when you move the checkpoint to Section 3 I don't think it will be a problem.

METEOR FORT

-I like this better than DDD! The terrain inside the castle is a lot more interesting!

-The outside area is bland though. First off: This castle is too easy to make the player have to jump off the cannon to get the first powerup. So you need to put some Sizeables under the first blocks to make it easy for the player to get up there. Two ought to do it:




Sizables will really help Section 1 look better and play better.


-That's what you need to do here: Have sizeables all over this first area. Put some enemies on there, or coins. Something to spice the level up a bit more. The bullet cannons you have are good, but you need more.

-Oh! Remember that sizeables don't always have something on them or lead to somewhere: You can just have them for decoration too. Players love having things to hop on.

-The inside of the fortress isn't too shabby! Not great, but it's a nice level 1 castle stuff.

-Good idea to have an arrow lead down the pit at the end. That's good design!

-The underground part is also not too shabby. You're a bit better! It's very easy, but it's supposed to be right? Therefore I don't have any real complaints about the level. I guess you could add some sizeables down there.

-The boss is god-awful though. You should never ever EVER make the player wait like that. I'd just get rid of him since he's boom-boom, but I think this level needs a boss or else the castle will be WAY too easy.

-First, get rid of all the switches and stuff. That means the springs and Events.

-Get rid of those fire-spitter plants and the platforms they were on.

-Put 3 mushroom blocks (They're the pink looking blocks under the SMB2 NPCS) on that middle platform.

-Make sure the pipe in the boss room has blocks that connect it. It looks bad when there's just empty space there (use the big Empty ? Block under SMB3 Blocks - Special. They're on the right of the regular big ? Blocks.)

-And finally, raise the lava you have in the grey zone one block up. This is so, if boom-boom gliches through the floor, the lava will kill him quicker.

-And that's all you need to do. VOILA! A great boss fight. Play it and you'll see.

jackalotrun
CYCLONE CITADEL

Basically, everything I told you last time still holds. I couldn't find anything else to nitpick. :D
masterofmayhem
I can defiantly see where you’re coming from
2610
I’ll add amends to that hammer-bro/birdy thing being too annoying. Especially if you’re like me and you throw the bird out of the pit to get rid of it leaving you unable to escape...
Isrieri
"My father told me this would happen."
6155
You can make a running jump out of that pit just so you all know. You don't have to use the bird. I'm still taking it out though!
masterofmayhem
I can defiantly see where you’re coming from
2610
I know, I somehow managed to do that at one point, but it’s still aggravating if you’re not some sort of SMB deity.
Ratty524
The 524 is for 524 Stone Crabs
12986
I like how most of the submission list looks all green right now. Good job guys!
author=seiromem
I beat it in 8 minutes. Beat that >=D

I don't consider our times comparable, as I went through the whole thing without collecting a power-up. As I wanted to see how possible it was. Without a hit, all the way. only reason I know it took me 45 minutes is because I was listening to "All final fantasy other battle themes" on youtube. It was 1 hour and 20 or so minutes and I got to the 45 minute mark on it.
I'm offended that you think I cheated
(as you stated that you think your the only one who didn't cheat, it's a bold claim)

Oh and my speedrun on section 1 so far is aprox. 50 seconds. I'll post a video if I can get the damn recorder not to speed up the video.

@Isrieri
I'll get cracking after school again.
Seiromem
I would have more makerscore If I did things.
6375
Challenge accepted.
I'll record my run once I have access to a computer that doesn't suck.
(Hint: My I don't have any like that right now)
Just beat Isry's level. The Death Count was 68...
author=Isreiri
Your level is pretty much READY though, so I can just do that during compilation if you'd like.

Yes, you can do that. :3
Damn... SMBX is error, nine this time
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Desmo360
Just beat Isry's level. The Death Count was 68...

LOL!
author=masterofmayhem
I know, I somehow managed to do that at one point, but it’s still aggravating if you’re not some sort of SMB deity.


Don't all the RMN compilations require that status? :?
author=GloopMaster
author=masterofmayhem
I know, I somehow managed to do that at one point, but it’s still aggravating if you’re not some sort of SMB deity.
Don't all the RMN compilations require that status? :?
I'm pretty sure the actual RPG compilations don't... It would be rather worrying if they did.

@Isrieri
I made a rather odd choice with the boss room and hopefully it turned out all right. At the moment it feels a bit cluttered, and I'll have to change a couple of graphics, but other than that it should be good to go.
Oh and for your question about the raft part. The switch is mainly for the path it's in. Hitting the switch will make skull raft useless, but provides a platforming challenge across the pit (I'm not sure how easy this is as super Mario... I'll have to test it out.) and not doing so will lead you back to the switch. Unless you go through the yellow bricks at the start of that part, in which case skull raft awaits.
I might end up dropping out of this. I don't seem to have time and when I have time I need to use it to finish making graphics for seiromem.
Blobofgoo
Legs are a burden. Return to snek.
2751
@Isrieri

I think Meteor fort will be much harder if I remove the pink yoshi. What do you guys think? Also in DDD, I'm not sure where you want me to add the yellow block bridges.
author=Link_2112
I might end up dropping out of this. I don't seem to have time and when I have time I need to use it to finish making graphics for seiromem.


Awww, I must say I was looking forward to that level you were gonna make...
Seiromem
I would have more makerscore If I did things.
6375
author=Isrieri
seiromem
FLOOD CASTLE
-Now that you can kill the Phantos with the blue bricks, don't forget to change their death effect so they look like upside-down Phantos. They look like Boos if you kill them!

-The first two sections are still good.

-I wasn't able to find that POW door till I looked in the editor. And that's cuz no one will ever find that P-switch in the checkpoint room! But it isn't in a bad spot: I would just have 3 coins in a horizontal line underneath the invisible block. Much better clue that way.

-That said, why does the POW door just lead to an empty room? You should take out the enemies and just have coins in there.

-Still don't know why there's a hammersuit for dying and spawning at the checkpoint. Why not put it in your handy-dandy bonus room?

-I really like the new corridor before the boss. But that bobbing statue can crush you against the ceiling. Just raise the ceiling around it by about 2 blocks minimum to avoid that.

-The boss is now bug free (I think). I really liked that you could kill him with a fish though. :<

-This is a good water castle. Well done. It's GOOD TO GO once you've revised the above.

-Now Dr. Toadly has an official theme song. Your welcome.

-I always thought of it as the boos taking over the phanto masks..... Could I perhaps keep it that way, or no?

-Added dem coins.

-The bonus room was originally a shortcut to the checkpoint, but considering it takes backtracking to get it, I'll make a more bonusy bonus room.

-Ugh! I didn't know if you died you'd spawn on the tiles below.....
(I'll have to remember that >=3)
So yeah, I fixed the secret, which by the way is hidden by a different secret mwuhehehehe!

-Alright, I'll do it.

-BOO YEAH BABEH! Three castles in with 5 days or so left to go!

-Thanks for the song! Time to put it to good use >=)

These changes have been made!
Yeahyahz!
author=apa649
author=GloopMaster
author=masterofmayhem
I know, I somehow managed to do that at one point, but it’s still aggravating if you’re not some sort of SMB deity.
Don't all the RMN compilations require that status? :?
I'm pretty sure the actual RPG compilations don't... It would be rather worrying if they did.


I mean the Super RMN Bros. games.
Seiromem
I would have more makerscore If I did things.
6375
Hey isrieri, what ARE you planning for the Game itself?

Also, what if I submit four levels ;D?