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

i rate my levels... Death Cave: 1.5, Spirit Causeway: 2.5 and Ghostly Fortress: 3.5
I'm moving in a few days so I'll review some levels while I have the chance. Hopefully I can squeeze out a few of my own before I go.



Ghostly Fortress

It's a little bare and kinda short. It was somewhat boring, too. There was only 1 powerup/set of blocks, no coins, a couple easily avoidable ghosts. Try putting some kind of ceiling to help fill the space and maybe add a few more NPCs. Since it's mostly 'run for your life' it should be longer, it felt like a 30 run to the end with no real danger.

The sign says to run after activating the lava but if you do that you never even see the lava. You can outrun it anyways at full speed, did you try putting it 1 speed faster for dramatic effect? Also, you should make the lava layer a bit longer because if you die by it, it keeps moving and you can see it's bare backside. or you could put the edge tiles on it, anything so that there isn't a flat edge on it.

For the end checkpoint you need to move the 2 bars closer together.

I Hope You Burn

Right off the bat, I can jump over the blue barrier blocks. It's a common mistake in SMBX, you have to think about the space above the level and block it off. On my first run I beat the level in 10 seconds xD

It's a cool level though. Fitting of the name.

In the second section with the wall of lava, you should put an arrow telling the player to run to the right. When I first activated it I just stayed near the start and thought "well this is boring". Then I noticed I have to run to the right, and by then the platforms were mostly gone and the ghosts were all out of position. I assume you placed ghosts expecting the player to be on certain platforms when they spawn. You should put a secret area at the far far right of this section. I see you have a long line of ghosts at the end, well I can spin jump and actually travel on them. I reached the end and died, it would be a cool spot for a little bonus area. Hmm, I don't understand why the platforms go on for so long in this part. The door is very close to the start and I don't even have to travel the full length of them. I jumped on maybe 3 spiked platforms and made it to the door. It should be much further away.

Oh that's the end? I was hoping it would be longer :/ It's a fun level, but too short.

Phantom Train

Oh, cool design with the trains. Very nice.

But uh, what's with the start. I start right next to a key with a keyhole, wtf is that? Usually keys are secret and endings further away than a 2 second walk. Ok, playing the level I'm going to assume that player 1 should start on the left and you had P1 start on the right side for testing but forgot to move it back. Cause running from right to left feels backwards. Yeah, after running through it again from the left I'd say that's the way it's supposed to be.

This is actually a pretty sweet level. No complaints. It was fun and challenging.

So you put the key there to show that's where the boss fight should be? I'll setup what you want and upload the level to my locker and you can design the fighting area.

http://rpgmaker.net/users/Link_2112/locker/The_Phantom_Train.lvl

I added a pipe entrance to section 2. Put a boss in there. When you kill the boss it shows the new layer I added. I dunno how you want to end it but I put 2 ways; the ? circle thing and a pipe leading to another section. Just delete what you don't want in there. If you have any questions or need help with something else just let me know.

Hopeless Hauntings

I like this level! Great design.

You should move some of the blocks down a space or two or add a way to climb up, there's really only a few spots where this could be a problem. The thing is, if you play as Mario it's a struggle(or impossible) to actually jump up on some of these blocks. Like early on, below the first climbable fence thing. Mario can't jump from that platform to reach it. I have to backtrack a bit and do a running jump from the higher platform just make it. There was a place near the very top where if a flower spawns out of the block I can't get it. If a block is 5 spaces above the floor, Mario can't jump on it.

I suggest a few more powerups near hard parts(like through the first little door). There's tons of things out to get ya!
Missed these ones added after I started reviewing.


Death Cave

Some tile errors in the first little tunnel, the corner pieces under the ramp tiles. However, the first little tunnel slanting up is glitchy. You should make it higher. You can't walk up it(while big), you have to run. And if you jump while in it, you start sliding up.

The level is too short and bare. Your levels aren't bad, you just need to add more. Put some coins in there. Give me things to do, instead of run from point A to point B while jumping over a couple baddies. Play around with some of the tools in the engine.

I don't expect a level to take less than a minute to complete, otherwise it just feels short. There are expections, like if the level has a funny/awesome concept that just happens to be short, but yeah.

What's there is good, just keep going.

Spirit Causeway

A little better. Got some coins in there and the design is good. But still, too short. The boss battle is a little too easy because I can jump over him before he even has a chance to shoot. Maybe if I had to do something else before jumping over him it would be harder(more fun). Cool custom gfx though.

Submitted my last level(I burned). I also didn't rate my levels, so:

Turning Tricks (w/BOSS battle) - 3/5 (maybe 4/5?)

It's hard for me to rate this because I know the right pattern to make it a 1/5(especially the boss fight) but the section with the fireballs warrents at least a 2, I guess.

House of Haunt - 1/5 (maybe 2/5)

Someone who plays them should suggest which difficulty they feel is most accurate.

I'll be finishing my custom graphics before the deadline, next week some time.
Decky
I'm a dog pirate
19645
**** I need to haul @$$
I don't think I'm going to finish my level by the deadline...

I have a tendency to make commitments and then not follow them through...
I really like the idea of a ghost train.


Decky
I'm a dog pirate
19645
I am afraid that I have to drop out. My computer is out of commission.
Two more days and were getting the boot...
might make a couple more...
1 day left for submissions!!

(i better get started)
Added The Ghostwall. (3/5)

It's a pretty basic and straightforward level. Outrun the Giant Boo before he kills you!
Fun indeed.
Alot of custom graphics were added.
Look for Z-level text for difficulty.
Can someone help me? Every second level I play gets a run time error.
And I tried 8 levels now and they dont start working even when I restart the program.
If anyone has an idea why this happens, please let me know.
"Run time error Type Mismatch" Thats what it says.
Because of this problem I havent played from the top nine levels:
Ghost Mansion,Gloom Catacombs,Haunted Ruins and Turning Tricks.
Did everyone get their levels submitted on time? If not, I can extend the deadline one more day (or so).
Decky
I'm a dog pirate
19645
I will have my level(s) by noon Wednesday eastern time, or in about 23 hours.
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
I will have mine by the end of today.
Solitayre
Circumstance penalty for being the bard.
18257
I am making a level but SMBX is being uncooperative so I wouldn't complain if there were an extra day.
the extra day has already been added! You guys have until end of day tomorrow (UTC)
Death Cave This is... a remarkably short level.