Description

“Greetings, Clone! I see you have heeded the call; yes, the call to construct an episode of diabolical proportions! Even if you’re a fresh clone or a veteran, now is your chance! Assist me by contributing a level or three to my cause, and we’ll give Mario and Co. a run for his money!”
Memo #1: Toolkit
-You require the SMBX engine to build the levels with.

-Save your level inside this folder; the folder contains the graphics that will be consistent throughout all level. Additional custom assets are in fact encouraged. If you wish to override a certain graphic, please submit a request form to Toadly Labeled: Seiromem

-Please name your levels like so: Username_Levelname

Memo #2: Level Creation Guidlines
-Your may create up to three levels of any difficulty. There will, however, be three “Worlds” not defined by theme, but by difficulty. Creating an easy level, a moderate level, and a difficult level is the recommended spread.

-Your level must contain a factory sub-theme. This theme may be as prominent or subtle as you like. Otherwise, you have creative freedom.

-Your levels must contain at least 1 variety of Hypno-Toad, as given in the Super Doctor Toadly World folder. Custom Hypno-toads are acceptable and encouraged.

-Your level must contain these essentials to every level: A Midway point (SMBX only allows one per level) A Power up at the beginning of the level and right after the midpoint at least, 5 Yoshi coins, which will have the same value as a 1-up, and must end in a SMB2 Exit, which is the pinkish orb next to Birdo on the SMB2 tap of the NPC screen.

-Avoid these common design pitfalls: Soft-Locking: Where Mario can become trapped in a level and not able to exit bar closing the game and starting back up again. Examples of soft-locking include: A pit Mario cannot jump out of, an essential NPC (such as a P-Switch) not spawning, or generally having forward progress be halted without any way to progress. Use Invisible Blocks responsibly, do not put them over pits players are supposed to jump over to cheat them out of a life. Such strategies are below a mad genius such as yourself!

-Your level must be able to be beaten by these characters: Mario, Luigi, and Toad.

-Your level cannot contain a boss; mini-bosses are fine, however.

-Your level may have a secret exit (a SMW Key and SMW Keyhole) but only a total of 6 levels may contain one. These secret exits will lead to treasure vaults, so hide them well!

Memo #3: Quality Control
Dr. Toadly labeled: Seiromem will be testing all levels submitted and providing feedback, which you are expected to take into consideration and revise your level until it is acceptable. Other participants are encouraged to test each others levels and give feedback as well, however Seiromem will have the final say on whether a level is accepted or not. Don’t worry about having the level be perfect on the first try; Seiromem will be making levels too, and would like your feedback on them!

”As you can see, quality is preferred and will be cultivated! Do not worry too much, as us Veteran Toadlys will assist you and make your level the best it can be! While we work together, we shall create an episode that shall never be forgotten by Mario!
Mwuhahahaha!”

Memo #4: Endgame
Once the event is over, all participants’ levels that have been accepted will be compiled into a single episode. After it has been compiled, a beta-version shall be released for testing by those who have submitted their levels. Once testing is completed, the episode shall be released, for all to play!

Details

  • 04/10/2018 05:10 AM
  • 05/20/2018 05:10 AM

Registration

You must be logged in to sign up for Super Dr. Toadly World.

Posts

Alright. Should I just wait for the next version or should I still give my thoughts on the current one when I play it tomorrow?

I did use the leaf but it just didn't feel like that's how you intended it.
I did what I usually do when I start to create a smbx level, import new graphics. That won't be an issue I assume? Using new graphics, they will be similar in style to typical Mario tiles/backgrounds.

Been busy and haven't done a ton yet, but will have time tonight and tomorrow to work on it.

Will characters be restricted to those 3?

I know it's only early, but if there isn't much turn out would you extend the event? I only plan on making 1 level, but if needed I could make more later on.
Seiromem
I would have more makerscore If I did things.
6375
author=pyrodoom
Alright. Should I just wait for the next version or should I still give my thoughts on the current one when I play it tomorrow?

I did use the leaf but it just didn't feel like that's how you intended it.


You can give feedback whenever you want, if it ends up becoming irrelevant, then oh well.

author=Link_2112
I did what I usually do when I start to create a smbx level, import new graphics. That won't be an issue I assume? Using new graphics, they will be similar in style to typical Mario tiles/backgrounds.


"Additional custom assets are in fact encouraged"

Will characters be restricted to those 3?

Yes.

I know it's only early, but if there isn't much turn out would you extend the event? I only plan on making 1 level, but if needed I could make more later on.

I've already extended the event by 10 days (from May 10th to May 20th). We'll see if extending the deadline anymore would allow for more levels to be created once we get closer to the deadline.
I just found something odd in smbx. If you have a bullet bill shooting canon thing, and you are holding that flashing pipe with the piranha plant while standing at a certain range in front of it. About 4-5 tiles in front, the bullet shoots the opposite way :O I wonder why that would even happen.
The engine does a lot of weird stuff but that I never heard of. Was the cannon set to Random so that it always aims in the direction of the player or was it specifically meant to fire left it right and it fired the opposite direction?
More importantly, is there a practical use? .3.

bullet: oh noes a plant i must flee
halibabica
RMN's Official Reviewmonger
16873
Bill Blasters don't have directional facing. They always fire at Mario no matter how you set them.

That's a new one for me, though. I've given up questioning this engine.
Damn, I tried to reproduce it and I can't. There must have been some other element playing a part, but I already moved things around so it's lost forever.


Does anyone know if it's possible if - we have characters blocked for the levels, but still use the character switching blocks to change into that player(then back go back to normal of course)? Does the engine work that way. I'm looking for a way to turn the player into a box for a short time haha Boot, no. Yoshi, no. This is my last idea.
Turn the player into a box...?
Please explain, I don't understand.

And it is possible to force a player to be a certain character when they enter a level, though why would you do that?
Having the player controlled graphic be only a box(think Metal Gear Solid), and yes it's possible to force that, and you would have to wait and see what I have planned heh I'll get it working one way or another. Player controlled or not.

I pulled in a few more graphics and starting working on factory type stuff. This is all just a testing area, a draft. Not final, just showing stuff.


Here's my graphics so far https://rpgmaker.net/media/content/users/9179/locker/1.zip

There is a copy of a few Toadly's here that have invisible death graphics, made so that it looks better when they go through the assembly line.
halibabica
RMN's Official Reviewmonger
16873
If you were going to have the player become a locked character, you'd have to make sure they can't possibly die as that character. Depending on if we have a hub or a world map, the player could use the block in your stage to get the character into other places.
Hmm, yeah. Guess I'll just do it as a cutscene instead of playable section.
author=Link_2112
Having the player controlled graphic be only a box(think Metal Gear Solid), and yes it's possible to force that, and you would have to wait and see what I have planned heh I'll get it working one way or another. Player controlled or not.

I pulled in a few more graphics and starting working on factory type stuff. This is all just a testing area, a draft. Not final, just showing stuff.



Here's my graphics so far https://rpgmaker.net/media/content/users/9179/locker/1.zip

There is a copy of a few Toadly's here that have invisible death graphics, made so that it looks better when they go through the assembly line.


The concept in the video is very creative and makes it very much like a factory. There is a problem I see though - why would a Dr. Toadly, who is trying to create a challenge for Mario, build a factory to kill his own minions?

You said it was just a test, I know it is, so certainly you have another idea to go from here. But regardless, this is still very strange. It's... not even killing them, I guess, but I mean, it literally weakens them to the point that they are merely fodder to be thrown around. Why would a Dr. Toadly do that?
Seiromem
I would have more makerscore If I did things.
6375
A Dr. Toadly needs not reason, only results. If throwing Hypno-toads into grinders that create other Hypno-Toads is the way to victory, pioneer it!

and by victory, I of course mean a level Mario is capable of beating.
To make you feel better about it, I'll have the Toads going in be normal. So the factory is to turn them into various forms of evil Toads. Crisis solved.
author=Link_2112
To make you feel better about it, I'll have the Toads going in be normal. So the factory is to turn them into various forms of evil Toads. Crisis solved.
Nooooo! That was my idea for my next level, Hypno-Toad Processing Center! :(
Too late, I already started. But there can be more than one processing center. Demand is high.
halibabica
RMN's Official Reviewmonger
16873
We need all the expendable troops we can get!
halibabica
RMN's Official Reviewmonger
16873
I submitted my first stage: Immovable Object. It's easy to live through, but it's not meant to be challenging in the traditional sort of way. Smack me upside the head with any problems you may find.

I have one more idea for a level I want to make. I'll also test the entries and leave feedback in here.

Gosh it's nice not being in charge.
Seiromem
I would have more makerscore If I did things.
6375
Almost done with the first "Boss" level (the actual boss will have its own level, like the Last King of Hyrule) Lumberyard. I'll take a look at your level, Hali, tomorrow.
Ah, if I'm not interrupted/procrastinate today, I'll finish my first level today, test Hali's level(I probably won't be doing any video tests sadly but levels are coming in slow enough that I should have any problems testing levels unless I just can't play SMBX .3.), and start on my second level.
I was hoping to finish like, 3 days ago, but I kinda suck.
lol