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

House of Ghosts
by jackalotrun
-very short!
-the graphical details are a little sparse, but the gameplay is issue-free (if a little bland)
-the ghost house entrance and exit are missing their roof background graphics
-the Exit Bar has the same issues as your other levels (too short, spacing issue)
I Hope You Burn
by Flying_pancake
-Where is the start position of Player 2?
-You can skip the level just by jumping over the barrier
-the Exit Bar is too low (also, what's up with the really high poles for it?)
-Now, playing through the main level... the exit door is right there? That's kind of odd.
-Section 2 is pretty solid.
-I tried again, just to see how far I could go... I got to the long row of those dino-ghost-guys, spinjumped across them, but nothing was there.


What I would do is, keeping this concept in mind, is move the exit door farther to the right, and changing the long row of dino-ghosties to a WALL of dino ghosties at the end, and then work on the timing of it all so that the player can just make it to the door before getting hit.
Decky
I'm a dog pirate
19645
I noticed my level is no longer on the list; however, I posted the updated version a page or two back ^_^

Edit: I really hope we can get someone to review this (unlike SRB2, grr!)
Dim Darkness
by apa649
This is a creative boss battle, but man, it gets a little tedious! Mother Brain takes a ton of hits, and on the too infrequent occasions that blue blocks did appear, I kept hitting those damn bats!

Those coin cannons are a waste of time imho. I would rather have more ammo and have this battle test my skill rather than patience.
author=kentona
House of Hauntby 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!)

Ah, never thought of that. I can put a ghost above you at the start with a block for it safely land on.


-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)

Never even thought of that :o I'll add a spawning flower after you trigger the first one. I suppose the ice blocks aren't in an easy place, you know you can shoot up right? I'll see if I can move to a better spot.

-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?)

Hmm, that's weird. I think I used that color switch/block earlier in the level so maybe you hit something twice. It shouldn't be possible but I'll look into a way to prevent it from happening. Did you play the level again to see if you could duplicate it?

This is a decent level overall though!

Thanks! It didn't have any direction or clear idea when I started. I fumbled around until that came out xD My favorite thing is the block that runs away when you try to hit it haha That was going to be the main focus of the level but it would have been glitchy. The way it is now is strange, for some reason the block disappears after a few seconds and I have no idea why...spooky.
http://rpgmaker.net/users/Link_2112/locker/House_of_Haunt_v2.zip

Added a ghost above you at the very start.

Added a generating flower for the ice block part.

I can't figure out how it's possible to recreate the issue after getting the ghost medallion. It should be IMPOSSIBLE, so I'll say it's a glitch. I changed the blocks anyways. If it happens again for anyone else I'll change that part all together, but again...should be impossible :/

http://rpgmaker.net/users/Link_2112/locker/Turning_Tricks_v2.zip

I changed the starting point and added an arrow of coins on that climbable ghost.

Also, I removed/repositioned just a few fireballs because I added coins to guide you through. It should be easy enough now. It was actually hard to position them cause I had to testplay, go back, testplay, go back... and of course when I was done I realized I should have them as generators. So I did that for the first few coins, but I'd like to hear that the fireball gauntlet is ok now before I tediously replace all the coins with generators :S
I don't know how I update them, could anyone tell me how???
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
Like it said when you submitted the file, it's in your locker. You can just replace the one in your locker.

Though so far everyone but me has apparently just posted their updated versions in this thread instead, I think.
I haven't done anything useful. See ya later. (Dropping Out)

I will certainly play the game though.
@Kentona
Thanks for the feedback Ill try to make it a bit shorter and more fun.
Also I would like to apologize from not being able to submit much feedback on levels I'm going to try to get some of them to work with my other computer even though its as slow as...
...
...
turtles.
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
@kentona: Yeah it seems like you got the wrong version because SMBX saves level files in a retarded way. That pipe is suppose to lead to the boss and most of those problems were already fixed. I didn't add music because I figured I had time later.
Ghost Castle
by Davenport

-the second layer of snow seems wrong (in the entrance area), also the wood tiles are missing their background tops.
-the first area is pretty good! I like the idea behind several secret doors like that.
-I don't care for the 4 knights falling from the ladders. Unless you are expecting it, you are almost guaranteed to get hit. I'd remove them.
-Why do you start in a trapped area when fighting Ludwig?
-Not sure why there are Sonic rings in there, but that's fine.

All in all this is a good level. I'd like to make some minor changes and graphical tweaks but that's about it.
Ghost Dancers
by Solitayre

Excellent. Except that the exit bar is too low.
Ghost Mansion
by Davenport

-there are some weird graphical issues sometimes (like the birdo boss)
-speaking of the boss - the level exit item was visible right away. i am assuming that you are supposed to beat the boss first?
-I get the feeling that this level is very large and that I only experienced a fraction of it.

Overall, a pretty decent level! I will see if I can fix up the graphics a little.
Ghost Tower
by Davenport

-some weird graphical glitches throughout, but other than that, this was a solid level. (that "banzai bullet" ghost at the end was a bit of a cheapshot though! Especially after the regular one just before it)
Decky
I'm a dog pirate
19645
Yeah, I think that's my major thing about Davenport's levels: the strange graphical glitches and color/style matchups. The levels themselves are usually decent speed gauntlets of sorts.
Thanks for playing and providing feedback :D
A little polish is a good idea.
Just experimenting with the thomps.






Gloom Catacombs
by Davenport

-The start/intro area is just obnoxious and tedious. I would cut it down by 90%
-The real level is a decent maze/puzzle, however it is possible to get stuck in (at least) 2 places: the p-switch + coin walls. If you fail to remove the second wall of "coins" before the timer runs out, you become completely trapped, with no way forward and no way to backtrack.
-I would probably just delete the birdo boss - it's pointless
-stacked Thwomps also causes issues (they seem to kill themselves?)
Well I totally missed this project.
Solitayre
Circumstance penalty for being the bard.
18257
author=kentona
Ghost Dancersby Solitayre

Excellent. Except that the exit bar is too low.


I can never get those stupid things to work right. What's the proper position for it?