Description

This is a short collaborative event project wherein we create Ghost House levels in SMBX. I will then judge and critique the levels, and after a period in which we all work together refining the levels, I will compile the best levels into a game called Mario's Mansion.

Timelines
Initial Level Submission Period: October 4th - October 18th
People are free to sign-up and submit new levels for a 2 week period.

Level Refinement and Rejection Period: October 19th - October 26th
I (and any other volunteers) will play the submitted levels and make judgments and refinement suggestions (and rejections) over a 1 week period. We will collaborate together to make some decent levels! No new level submissions allowed during this time.

Compilation Period: October 27th - October 30th
I will take the final version of the levels and compile them into a single game.

Release Date: October 31st
Obviously.

Submission Rules
  • You must use SMBX v1.3 (the download link is in the Engines page if you don't have it already)
  • There is no limit to the number of levels you can submit. (But only the best levels will make it to the final game)
  • Rate the difficulty of the level on a scale of 1 to 5, with 1 being easy and 5 being hard.
  • If your level has a boss, let me know.
  • Most important rule: Have fun!


Level Rules
  • We can't all use the Ghost House music for our levels. Please, try using a different music track. (You can include MP3s with your submission)
  • The theme is Ghost House levels (if you don't know what that means, then play some Super Mario World and then come back). However, other spooky settings will be acceptable (assuming they meet the quality standards)
  • Traditionally, the end of the level in a Ghost House is the SMW moving bar. But feel free to use different level endings if appropriate for your level.
  • If you want to include secret exits, feel free! (But again let me know if you do this so that I can account for it when I compile the final game. Also, include a text file explaining how to get it)
  • The player can't enter a no-win situation. At any point where the player is safe they must be able to complete the level.
  • Multiple characters are allowed. (SMBX v1.3 allows the player to play as Mario, Luigi, Toad, Peach or Link.)


Refinement Period (Level Quality)
  • Levels that don't meet a minimum level of quality will be rejected.
  • Levels must be complete and level endings must be possible to acquire.
  • If you are creating an autoscrolling level please check the Autoscrolling Tutorial for a guide of how to do it. Using scrolling layers leads to physics and collision issues and levels with these issues will be rejected.
  • If a level plays like something you'd expect from a Kaizo-style romhack it will be rejected. Go start your own project if you want yet another impossible Mario game. We're shooting for fun platforming action Mario style that doesn't require precognition, time manipulation, or godlike reaction to beat.
  • Levels can't cause SMBX to reach a volatile or glitchy state nor can they cause level/section wide slowdown in SMBX.
  • Participants who submitted rejected levels will be notified of such, the cause of rejection, and a period to correct issues.



Details

  • 10/04/2011 04:52 PM
  • 10/19/2011 11:59 PM
  • kentona

Registration

You must be logged in to sign up for Mario's Mansion.

Posts

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The fact that something is unlikely or rare is not an excuse not to account for it.

And like I said it is literally impossible to prevent the 2P from being Link. And the only way to "prevent" the 1P from being Link is to make a part that automatically kills them or is impassable if they are Link. Which is bullshit.
author=kentona
How did you intend to "force" the single player to use Mario in each level


I did just that in my Turning Tricks level(because of the cutscene) and when you start the level you don't even know it happens ;)

First you use an empty section to place the starting positions. You put a trigger NPC, usually the axe, in the same spot as the starting position so that it triggers an event immediately. The event makes the hero jump into the M player block and as they jump the floor is taken away so they fall into a instant teleport event that takes them to the actual start of the stage. To make it seamless you fill the screen with solid black background tiles that appear in front of the hero and everything else, so the player doesn't see it happen.

Except that in the current cutscene I think you see the 1000 points graphic when you get the mushroom, but you can replace the point values graphic with a transparent values graphic so nothing at all shows. (if you wanted to get really picky about it being seamless)

The only problem is that when you reach the checkpoint, and die, the game defaults you back to the character you were on the world map. Or you can just change your character on the world map and start at the checkpoint. So to really make it stick you'd have to have something visible for the player to use with the M block and corresponding outline blocks. It's not hard to do but I don't think we need to be that strict about it.

author=LockeZ
The fact that something is unlikely or rare is not an excuse not to account for it.



I'm not saying "don't account for Link" but I doubt you fully realize what accounting for him might do to the level. I've made a Mario game and a Link game so I'm very familiar with how they each play. Link's sword is such a different game mechanic that a regular Mario level won't play right and if you change too much to accommodate Link you risk alienating Mario. It's better to just make sure it plays right as Mario and Link will have to make do. Unless, of course, you find a simple fix to some impassible area. I'm not suggesting it's impossible! Link can usually stumble his way through any Mario level unless it has a very tricky gimmick that he can't perform.

The biggest thing is that Link can't pick up stuff and needs room to start running. But he can destroy blocks in any direction at any time and damage any boss at any time because of the sword.

It doesn't make much sense to make a level harder for Link at the possible cost of making it damn near impossible for Mario. This is a Super Mario engine. This is "Mario's Mansion". Screw Link(I never thought I'd say such a thing). It would be worse if every character was in the game. Do you have any idea how hard it is to make a nice level for Mario while taking in account Peach's floating? Not to mention the fact that a 2 player game with any set of characters breaks just about every level. At some point you have to forget about making it work for every possible character.

Fact is, most people new to using this engine don't know how to account for Link unless they make the mistakes and change stuff. That takes time. The best bet is to make a Mario game and allow Link to participate..if he really wants to.

And like I said it is literally impossible to prevent the 2P from being Link.


Nobody is denying that.

However...

And the only way to "prevent" the 1P from being Link is to make a part that automatically kills them or is impassable if they are Link. Which is bullshit.


This is false.

And, it's not bullshit to make the player turn into Mario to continue. It's a design choice. If I make a level designed specifically for Mario it only makes sense to not allow other characters. It's taking Link into account by not letting him in!
I think I have figured out a solution for the problem, which is simply that if you play as Link you are forced to hit a switch that will change the boss so that Link cant spam it. This is forced by making Link unable to cross a path without hitting the switch. I havent implimented this yet but I am pretty sure it will work.

Edit: I got the system working quite fine but my problem now is that I dont know how to make it somewhat playable as link. I dont have enough event space for a complicated system and my attempt to do something creative is pretty lame.

Edit 2: I updated both of my levels now. Not much was done on Hopeless Hauntings but both got some updates.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
For that matter, I guess you could also just make said switch turn the player into Mario. Or make the change happen automatically upon entering some door. Link is correct, it was foolish of me to suggest that it's impossible to force the player to be Mario.
I got it pretty nicely done now.
I forced it so that when you play as Link you have to flick a switch that will trigger a event so that the battle platform is lowered after about a second after it reaches it normal height.

The level still has 1 somewhat major problem but I dont think players will mind too much and its basically that if you play 2player mode Mario is pretty much whortless.
Unless link stays in the start hall.
I havent tested 2p fully since I cant get my brother to test it with me but I hope it works well enough. (Mainly that it doesnt glitch out and start going haywire.)
Btw. Davenport's levels are gone from the list...
So, I have updates for:

-I Hope You Burn
-Ghost Castle
-Ghost Mansion
-Haunted Palace
-Ghost Tower
-Terrifying Treehouse

If you update your locker file, let me know so that I can redownload it. Or just upload a new file to your locker and link to it in a comment.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I think one of Link's stages was deleted from the list also. Weird. Are you guys withdrawing those submissions from the project?
author=LockeZ
I think one of Link's stages was deleted from the list also. Weird. Are you guys withdrawing those submissions from the project?
The issue is, because the submission period is done, you can't resubmit your levels. So if you delete the locker file (or maybe even overwrite it?) it will drop off the submission list here.

Given that, if you have a level update, post a link to it in the comments!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I figured that was what happened, but wanted to ask and make sure they didn't remove them on purpose.

I overwrote mine five or six days ago (after Deckiller suggested changes to it) and it stayed on the list. This was after the submission period had ended. So that method is apparently safe, as long as we let you know we changed something so you can redownload it.

I assume you never even downloaded mine in the first place until after I changed it, since you didn't give me feedback until several days after I changed it. But I guess I should ask and make sure, since you didn't list mine as one you had updates for. The biggest change is that I moved almost all the punchable blocks up one tile, and I also moved a fire flower to directly above the NO ESCAPE message block. If you have those changes, you have the newest version.
Yeah, I had to delete my old level cause it was around 17mb and I didn't have room for 2 copies. If I try to upload a file that is already in my locker does it overwrite? (if yes)I didn't know that. I posted the new links a little while back.

Btw, is it ok that my level is 17mb? I put in several custom songs. I like how it sets the mood but it's not necessary. If the final package is a little big that can be trimmed first.

I'll have my custom Mario sprites done by tonight.
Well, I did ask for custom music...

Currently, the folder is about 85mb. oh well!

Link_2112: get more makerscore!
author=kentona
Link_2112: get more makerscore!

:o What do you mean?? That is one of my goals in life... OH I get it xD

Also, Kentona, did you try the updated Turning Tricks level? I wanted to get some feedback on the "fire gauntlet" because I still have a minor (optional) update for it. Technically it's fine the way it is but I wanted to make the coins respawn so the trail is also present. I wanted to know if the coins make that part beatable and if it's ok the way it is now. Do I need to make it easier?
No I have not! I must have missed the comment. (the updated levels I got I listed. Also, I think I did get the latest Phantom Train.)

I will slog back through the comments and grab it.

EDIT:
Got 'em.

I will also revamp my level and repost it.
So it's the end of the day I was feeling rather UNinspired as I stared at the sprite sheet in the editor, so I won't bother making any more custom Mario sprites. I was also meaning to make the trail of Mario's fireballs blue, but again... if you feel it looks strange just remove my custom blue fireball.

And I guess Turning Tricks will remain as is. It should be ok.
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
@kentona: I'm not really understanding what the issue is with the ? blocks but, here is the updated version: http://rpgmaker.net/users/arcan/locker/Arcan_Ghost_House_v2.zip
Okay, I think I have enough to work with here. I am going to make some tweaks and try to apply some consistency to the game, so be aware that I will be making modifications of my own to the levels.

But before I do... Are there any more changes forthcoming? apa649? Desmo?

I should have a revised level to you by the end of the day.