Description

~ LOOK! ~
"In anticipation of Super RMN World 2: Bro-shi's Island (or whatever it will be called), 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!"
It's like what Isrieri said, and I'm saying the same thing for this sequel to the Castles Masterpiece Set!

Time to give SMBX a shot and make a level!


Sign Ups: 4/02~4/05
Development: 4/05~5/05
Compilation: 5/05~5/08
Release: 5/09

~ Hey, Listen! ~

This is important, as it'll affect what your levels are!

All levels must be made as if a part of one continuous castle. The continuous castles themselves each have their own theme and hub, five in total.

  • Shroomland ForestThis area's castle has many plants, especially mushrooms, and many piranha plant enemies! The foundation of this castle is blue-green bricks.

  • GreyOcean Ravine
    This area's castle has lots of water and grey-blue bricks.
    Many fish enemies should be used, remember your level doesn't have to be completely submerged, just use water!

  • Redbrick Desert
    This area's castle is basically dry, sandy with red-ish bricks for the foundation. Dry Bones (SMB3 Version/Resized SMW Version), cacti and various other Desert enemies should be here!

  • Sky Domain
    This area's castle is A giant floating castle, include many clouds and grey to white bricks! (SMW Castle tiles would work fine here)
    Enemies should consist of lakitus, parakoopas, bullet bills (Restrict the amount of homing koopas) and various other flying enemies.

  • Industrial Zone

This zone is to have aztec like bricks with many metal frameworks around it, this is because toadly is there, and he like steel.
Oh, and he also likes poison mushrooms, Mind-controlled toads and various spike traps, but that's just him.
Yes you must include those, if you want the graphics download them here:
http://rpgmaker.net/media/content/users/17331/locker/Industrial_Zone_enemies.zip



The first four areas listed are all avalible from the starting point, so you can do them in any order. Keep this in mind! This means that each continuous Castle needs to have easy and hard levels, not one or the other! If there are too many easy levels in a castle, we'll force the new additions to be harder, and vice-versa!

The exception to this rule is the fifth Overall Castle, the Industrial Zone. You should make your levels for this area more on the difficult end, as this area is only unlocked by completing the other four.

Fitting into the theme is not enough for the level to be accepted! Levels must have:

Be saved with THIS naming theme:
<dev>_<zone>_<level>_<diff>_<version>
Example:Ratty524_3_PursuitPalace_4_2

The Difficulty section is assumed to be out of 5, do not put 6 here (you might even want to refrain from making a 5 until the "Industrial Zone"

  • One checkpoint, and only one.
  • The game will only utilize Mario and Luigi as characters
  • 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)
  • The game wont be 2-player, so don't focus on it, but make sure it is at least possible for 2 players.
  • No secret stars.
  • At least two power ups, one at the start and one at the checkpoint.
  • Use invisible blocks wisely. No putting them over pits or other nonsense of that sort.
  • THE LEVEL MUST END IN ONE SMB3 STAR
  • THE LEVEL MUST CONTAIN 5 DRAGON COINS!
  • LEVELS CANNOT CONTAIN BOSSES-Mini bosses are okay, however. Just make sure that they are indeed mini!
  • LEVELS CANNOT HAVE: SMW Dry Bones (This is due to a height issue, if you fix this issue you may use them) SMW Bowser Statue. (This is again because of a height issue, if Mario st0od on top of the statue when it fired, Mario would get hurt.) Wall Zipping, this is when you have a 1-tile high hallway, super mario ducks and enters, and when you stand up you "Zip" through the wall. It's Extremely glitchy and can often break your level.


A participant can only submit up to 5 levels, 1 level for each Overall Castle.

~ WATCH OUT! ~
The story of this event is simple: You've received a letter from someone by the name of Mr. Zoad, an Archaeologist! He has asked you to explore a small but diverse island in search of an ancient relic. He warns you, however, that his competitors might be after the same thing.

You must explore the four ruined castles to find the whereabouts of this ancient relic, and be paid in big coins by Mr. Zoad!

Details

Registration

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Posts

author=kentona
From the RULES:
THE LEVEL MUST END IN ONE SMB3 STAR


so that's what I did.

E:
also, it's kentona not Kentona

I just double-checked, and it has the mushroom-flower-star roulette, not the star.
author=AlexanderXCIII
Davenport - Brimstone BarracksDavenport - Sunken Castle
Davenport - Brownstone Castle
* You've fixed all the main issues, so all three of these get an ACCEPTED from me.
* However, for Brownstone Castle, I'm not sure the cave background outside is much better than the previous iteration, but at this point I'll leave that up to Seiromem and the other judges.

Solitayre - Tower of Rain
* Everything seems sorted out here, so ACCEPTED.
* P.S. How did you fix the music??

Kentona - Impastable
* You have the wrong exit type this time (oddly enough, the first iteration had this correct)

From the RULES:
THE LEVEL MUST END IN ONE SMB3 STAR

so that's what I did.

E:
also, it's kentona not Kentona
Ratty524
The 524 is for 524 Stone Crabs
12986
Per Seiromem's rude request, I made a giant Hoopter and big poles for his little boss.

The Hoopster:

NPC Graphic:


Effect Graphic:


The Pole:

I figured everyone would want this, so I made different colors for the top part of the palm tree.


The stem:


For the npc graphic, it's made to fit within the dimensions of the original graphic, but with an extra frame added, so make sure you have "frames" set to 2 in the notepad. You also might want to adjust the hitbox so that it doesn't hit you with nothing. Not sure if it'll work out perfectly, but give it a shot.
author=Solitayre
author=AlexanderXCIII
* P.S. How did you fix the music??

Exported it out as a new MP3 from Audacity.

I didn't think it would be so simple, but I tried it out and it works perfectly. Thank you so much!
Solitayre
Circumstance penalty for being the bard.
18257
author=AlexanderXCIII
* P.S. How did you fix the music??



Exported it out as a new MP3 from Audacity.
Davenport - Brimstone Barracks
Davenport - Sunken Castle
Davenport - Brownstone Castle
* You've fixed all the main issues, so all three of these get an ACCEPTED from me.
* However, for Brownstone Castle, I'm not sure the cave background outside is much better than the previous iteration, but at this point I'll leave that up to Seiromem and the other judges.

Solitayre - Tower of Rain
* Everything seems sorted out here, so ACCEPTED.
* P.S. How did you fix the music??

Kentona - Impastable
* You have the wrong exit type this time (oddly enough, the first iteration had this correct)
Ratty524
The 524 is for 524 Stone Crabs
12986
author=AlexanderXCIII
Submitted revision of "Heavy Hallway". Pretty much all I changed were aesthetic details as per Ratty's suggestions. I'm also considering bumping the difficulty down to a 3...

I have yet to play your revision, but I think a 4 is actually pretty spot on in terms of the level's difficulty. You've got lots of crushers, crushers on conveyor belts, boos, and the list goes on. It might be easy from a developer's standpoint, but also think about the average players.
Submitted revision of "Heavy Hallway". Pretty much all I changed were aesthetic details as per Ratty's suggestions. I'm also considering bumping the difficulty down to a 3...
Seiromem
I would have more makerscore If I did things.
6375
I found the graphic that wasn't grainy.
Don't know what made it grainy.
I used the "Gimp" software to customize backgrounds for super rocket bros.
Ratty524
The 524 is for 524 Stone Crabs
12986
The conveyor belt looks much better that way, actually, so you did a good job with that.

Adding the ceiling also works better as well, since it gives a better explanation as to why crusher mechanisms are outside of the castle. I think you should roll with it.
So I'm trying to find a compromise for the outdoor section of my factory level:

And also a lazy attempt at "fixing" the conveyor belt. Thoughts?

author=Ratty524
Pick up something like Gimp, it's free and one of the closest things to photoshop there is out on the web.

Actually, I'd recommend Paint.NET over Gimp. It has less features, but its much faster and can handle everything I need when it comes to image editing (which isn't much, admittedly)
Ratty524
The 524 is for 524 Stone Crabs
12986
author=AlexanderXCIII
If you have a sizable that isn't grainy, use a program other than MSPaint. As much as I want to recommend the program just to spite its detractors, the way it handles GIFs truly is terrible. If the original is grainy, you're probably just going to have to find a different graphic.

Isn't that sizable just an edit of an SMB1 castle? You could redo the recoloring and export it in a way so that it doesn't look grainy.

And yeah, MS paint is horrible for everything, guys. Pick up something like Gimp, it's free and one of the closest things to photoshop there is out on the web.
Solitayre
Circumstance penalty for being the bard.
18257
Okay, version 3 of Rainy Tower:

-Used Audacity to fix my original MP3, it now runs normally and I cut down its atrocious file size. The music track Alexander didn't like is no longer used, and the song he and I both preferred is now used.

-File path should be correct, music should now play properly.

-Fixed zipping issue.

-Fixed saturation of rain. Hopefully it looks better now.

-Fixed pillar color.

-Fixed consistency issue with coins. (and ? blocks, which I also accidentally used multiple types.)

-Added a bonus area.

-Changed difficulty to 3/5.
Back when I only had MS Paint (or knowledge thereof), I downloaded Irfanview to save BMPs I edited/created in mspaint as GIFs
author=seiromem
I also realized Alex said the fireballs from the bowser statues were unpredictable. Short answer: You are wrong.

The fireballs may very well have consistent timing, but as a player I'm not going to pay attention to their timing because I'm too busy trying not to get killed while on the platforms or finding an opening in which to attack the boss (both of which have their own timing). Three seperate timers for moving obstacles a lot to keep track of at once.

Also, in regards to the grainy sizeable I have no knowledge on how to fix it.

If you have a sizable that isn't grainy, use a program other than MSPaint. As much as I want to recommend the program just to spite its detractors, the way it handles GIFs truly is terrible. If the original is grainy, you're probably just going to have to find a different graphic.
Seiromem
I would have more makerscore If I did things.
6375
I also realized Alex said the fireballs from the bowser statues were unpredictable. Short answer: You are wrong.

I'm still going to change it, but only based off what ratty said.
(this doesn't mean everything you said was wrong or something, just that one part, the rest is info I'll definitely work on.)

Also, in regards to the grainy sizeable I have no knowledge on how to fix it.

So uh yeah. Level change under way.
Player 2 (Luigi) is now included for all levels.
A few minor changes also made.
---------------------------------
1. lava background tiles fixed
2. SMW coins-> SMB3 coins added
3. Spiked bar ceiling
4. Castle exterior section
The balloons can still be bounced on from above, but hurt you from the sides. I pointed this out because it seemed inconsistent from virtually every platformer I've played.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Alexander
* The koopas riding balloons are a nice touch, but it's a little misleading that the balloons themselves hurt. Perhaps you could edit the sprite to better telegraph this.

How would I make it so that the balloons could be bounced on from the top, though? I guess I could play around with the offsets a little...


author=Alexander
* It's possible to die at the very end of the stage by using the Tanooki's statue form on the moving layer. I'm guessing it's also possible on the other moving brick platforms, but I haven't tested this.

Welp. I'll just make that area not move, then.