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

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Posts

So, here's my high-level-off-the-cuff plan for assessing and working on these submissions to get them up to snuff:
1. Play through the levels
2. Make suggestions to the creators for them to fix up and change, as needed
3. Play through re-submissions
4. Make all of the resubmissions more graphically consistent (using the same Mushroom NPC across the board, for example) (probably! if time becomes an issue, I won't bother with this!)
5. Invent some narrative for the game
6. Compile all the levels into a game and make a world map for it.
7. ???
8. Profit!


Terrifying Treehouse:
by Deckiller
It looks like someone lifted the graphics off of a-yet-to-be-released demo of Super Doki Doki World and made a ghost house out of it! Not much is needed to be done.

Suggestions:
-make the P switch uncarryable (and make it a different color, to indicate its immovability)
-add music
In section 1:
-put a door background graphic on the entrance

In section 3:
-move one of the horizontal-ghost-dinosaur-flying-thingies a little down or up, so that traversing the spider webs isn't quite so difficult.
-give a second spiderweb vine below the door, so that you have an option to lure the ghosts over a bit (it is possible to get trapped by the two ghosts because you cannot move laterally)

In section 4:
-can Peach do this?

In section 2:
-The Exit Bar starts off too low
-put a door background graphic on the exit
More to come later!

Also, if you want, you can just give me the permission to change your level(s) myself as I see fit, if you don't want to be bothered with making changes.

EDIT:
Also also, to anyone else who wants to, play the levels and offer up suggestions! The more the merrier!

EDIT2:
Also also also, obviously someone else will have to play my level and offer suggestions.
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
Oh, you totally have my permission to change my level. I would appreciate it, since I'm not real familiar with this program and everything takes me ten times longer than it would take you.

I would still like to hear what you changed though, for the benefit of any levels I create in the future.

I played your level, kentona, and noticed the following things:
- If you land on the spikes, you slide to the left until you fall off. Is it possible to make them deal damage without sliding you? Is this a side-effect of the scrolling level, or default behavior for spikes, or something weird you did?
- The sections with the platforms that go up and down require waiting, and if you took half a second too long in the beginning of the stage you are guaranteed to die later in the stage when you get to that part. I'm not sure if this really breaks the "levels must be completable from anywhere you are safe" rule since you are being chased by a ghostwall and are clearly not safe. But if you think it's worth changing, you might consider adding one or two vines hanging in hard to reach locations as a second option to the player instead of waiting for the platforms.
Decky
I'm a dog pirate
19645
Ack, Peach always ruins everything. I added blocks with vines so that the top rooms are accessible with her, ahem, lack of flight capabilities. It also gives more stuff for the others to dodge, hehe.

I implemented the other suggestions except the p-switch one (not a big deal IMO).
Decky
I'm a dog pirate
19645
Edit: my entry is now showing up on the list! :O

Phantom Train
by LockeZ

Short yet reasonably challenging. I liked the clever use of graphics used to assemble the train.

Suggestions:
1. Place a mushroom on the checkpoint cart instead of the next cart over.
2. Pipe in the front cart that leads to a big boo boss would be neat!
3. Try to make blocks three tiles above the ground instead of two.
4. Slow autoscrolling would be awesome.

Ghost Dancers
by Solitayre

Solid all around, though I do have some thoughts.

Suggestions:
1. Exterior graphics in the mid section are a bit awkward, as is the use of a regular door at the second house.
2. Interior graphics are a little on the bland side in the open rooms.
3. Exit bar too low.
4. Adding dragon coins would help fill some of the dead ends/negative space. Or a 1-up puzzle. The empty space opposite the last door would be a great spot for a hidden 1-up block.
5. Some of the ? blocks are only 2 high. It's so awkward guys :D

Ghost Wall
by Kentona

Some of the timing may be too tight, such as the first movable platformer and the entire last back-and-forth section. That's really my only peeve.
I haven't played all the levels, but the one thing I was thinking about was the narrative for the game. At the start of the Turning Tricks level there is an awesome cutscene and a suitable story. (Luigi, Peach and Toad are turned into ghosts by Kamek!) What I'd consider doing is splitting that out into an "intro" level, and then have Mario (and/or Link) save the day, with the final level being the rest of Turning Tricks.

Not sure yet if anyone else made character-specific levels, but I think this could make for a neat story and game.

Thoughts?
Solitayre
Circumstance penalty for being the bard.
18257
Let me play Turning Tricks and get back to you on that.
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 played it and thought exactly the same thing, kentona.
Decky
I'm a dog pirate
19645
I believe Turning Tricks needs a bit of work first; simply put, it's too challenging. I'll post details later.
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 really like the idea of including a boss at the end of my stage, but couldn't figure out how to make it drop an item that ends the stage. I haven't used this editor before, sorry. If kentona (or someone else?) wants to make that change, I would appreciate it. Otherwise, it's keeping the keyhole ending for now.

I also really like the idea of making it autoscrolling. However, you can't put a midpoint in an autoscrolling stage, and I feel like the stage is too hard without one.

I did reposition the mystery blocks to almost all be 3 tiles above the ground. I didn't move the mushroom/flower like you said because I think that's too close to the previous one. I did adjust the previous one though, since putting it 3 blocks above the ground made that section awkwardly narrow. This makes it harder to get, and also makes the NO ESCAPE message be in a slightly less random position.

So my level has been updated with those minor changes. (The Submit button is gone, but my entry just points to a file in my locker, so I updated the file in my locker.)

Oh, also, kentona, will you be adding any of the custom graphics from Turning Tricks or the other stages with custom graphics to any of the stages that don't have custom graphics? I think using the ghost enemies and ghost blocks and maybe some of the pumpkin enemies from other levels for the whole game would be seriously cool, especially if we're going with the storyline from Turning Tricks.
^.^ I'm glad everyone likes my Turning Tricks level. I worked my ass off on that. If you wanted to split it up I can take care of that so I can make each section a little bit longer. Although it takes about 5 minutes(perfect run) to clear from start to finish so maybe it's long enough as is? Depends on where it gets cut. The intended middle is the switch between cave and ghost house(not the checkpoint). Although the section with the checkpoint would make a good end to the first level as it transitions into someone else's ghost house level :D

@kentona - Did you make sure to stock up on mushrooms before each attempt? I put the spawning mushrooms so that there would be enough power-ups to plow your way through. If your "super" and have a mushroom in reserve and your a ghost, you can take 2 hits with a decent amount of invincible time(use it to run through the flames). The key is to retreat to the power-up station whenever your close to death to stock up and try again. I was also concerned that this area might be too hard. I just threw fireballs down in random order but I can tweak it a bit to make a better path through.

@deckiller - Which part(s) would you consider too hard? I really tried to make this level easy for everyone because I have a tendency to make difficult levels and as I play-test through I eventually develop a foolproof strategy so it's hard to judge.

As far as using the story idea, I'd be willing to bet most people create levels and play test as Mario anyways(I know I did!). So most of them are probably good to go with just Mario and sometimes Link for 2 players. Luigi's high jump can break levels, Peach's float can break levels even more, and Toad has that double jump.

I gave my feedback on a few levels on page 4 but I don't want to play any others. I want to go in fresh and enjoy the finished product. RMNB2 was less exciting cause I already played everything several times.

I just moved to Ontario anyways, so I'll be pretty busy for the next week. I will have those altered Mario suits done and will make time to split up my level if I have to.

* I think if jackalotrun put all this levels together as 1 level it would pretty decent. Cause yeah, way too short (see my previous feedback)
Yeah, in both of my attempts I was fully stocked up (I tried once as Mario and once as Link), but I still died. I think part of the problem was that I didn't know the puzzle so I did a fair amount of backtracking to try to figure it out, but even so, there needs to be a wider or clearer path, or at least more identifiable safe spots in that gauntlet. That's as far as I got in the level.

Also, the "upper" path of the castle didn't have a message block or whatever telling you you can climb on the wind-up ghosts (or if there was I missed it). In my third playthrough I noticed there was a message in the lower path about this.

5 mins is plenty long enough as it is.

Also also, if I was going to split the level, I was going to do it almost right away (and leave most of the level intact for the final level). So either RIGHT after the cutscene I was going to end it, or right before the castle. (Most likely right after the cutscene. I was thinking of just adding a simple short platformer area right after it too, and then making the final level start at the point right after the cutscene ends)

LockeZ: I was planning on making things more graphically consistent, if I had time (we have a hard deadline!). Also, I have a ghost graphic set that replaces the SMB3 disco ball enemy that I will insert in your level.
Hmm, ok. I'll make more space and create safe spots where I will put a coin to indicate "You can go here". I think I might need to put some coins in the boss battle as well to guide the player a bit to trigger each wave of enemies.

Yeah, I had a feeling there might be an issue with not knowing to climb those things if someone missed the bottom path. I can change it up.

I see. If you split it like that then it would be fine as is. That sounds better, actually.

So just take the current level with the cutscene and cut out everything after it and add whatever area you want. And I'll take a copy of the level, delete the cutscene, and make those changes.
Sounds good!

Also, regarding the very short levels - don't worry about it! I can make it work.
Ghost House
by Arcan
-The start position for Mario seems wrong... He starts right by the elevator. Is that right?
-no music
-the jump back after getting the second key is probably too difficult with that low roof.
-because of the way SMBX glitches out for ? blocks rewards on moving platforms, I would remove or move those ? blocks on that platform between the 2 keys.
-the pipe that becomes accessible after the platforms raise doesn't seem to have a warp associated with it, so that is as far as I got with this level. (also, if you kill any of the Dry Bones you can't make those vertical jumps.
Death Cave
by jackalotrun
-very short!
-The background graphic of the Exit Bar is too spaced apart by 1 tile.
However, this level has no real issues. I will use it as a bridge level between different areas on the world map.
House of Death
by Faenon
-yeah, it is too bad that the secret is given away when played through the editor :<
-the level is pretty sparse, design and detail-wise, but gameplay-wise it's fine
-section 3's graphical style clashes horribly. (maybe it's supposed to use some custom graphics?)
-the Exit Bar is too low.
-I saw the keyhole, but I couldn't find the key (even afterwards, when I scrolled around in the level editor I couldn't find it)

For the Exit Bar in SMBX, the location that you place it is the peak/zenith of it's ascension. So in game it starts at that point, goes down until it hits the ground, and goes back up to that same point.
Ghostly Fortress
by jackalotrun
-same issue with the Exit Bar as Death Cave (too short and spacing issues)
-I like the concept of this level (hey, I used the same concept for my level!) but the execution isn't challenging enough. There needs to be a few more obstacles for Mario to avoid in this speedrun.
House of Haunt
by Link_2112
-the first section is pretty good! That first big ghost is a little tricksy, because you don't expect it to drop on you. (so you learn about it by dying, and I am not sure if that is good game design!)
-if you loose the fireball power before melting the ice, you have to kill yourself so you can start over. Not good. (the ice is also hard to hit positioned where it is right now)
-I don't remember hitting a switch to clear out the blocks blocking the exit pipe, but almost immediately after getting the ghost medallion, I could go right to the exit pipe. (bug?)

This is a decent level overall though!