Description

WHAT IS THIS?
Super RMN World 2 is a collaborative effort to make a solid Mario game in SMBX. It's the latest in the RMN Bros. series that has run on this site over the years. Unlike previous events, this project is more organized to produce a cohesive result. Even so, all users of RMN are welcome to participate! No past experience necessary! I'm your gracious host, halibabica, and I'll be overseeing the whole thing.



THE STORY
The Mario Bros. are on vacation with Peach in Yoshi's Archipelago, a group of exotic islands far from the Mushroom Kingdom. Of course, wherever they go, trouble quickly follows. Bowser and his Koopa army crash the party and kidnap the princess! The brothers' mission is clear, but something seems off about Bowser'whatever may be, there's work to do! Mario and Luigi hop right to it with the help of the princess' devoted bodyguard, Agent Toad!



WHAT YOU NEED
To participate, you need only make stages in SMBX and submit them. There are some rules, though. Please read the following before diving in.

  • You need Super Mario Bros. X to make your levels.
  • You need to save your levels in this folder. Put it in SMBX's 'worlds' folder and save your levels inside. It contains resources that will be standard for the project.
  • Levels must be created for this event. Don't submit preexisting work!
  • You may use custom graphics and music, but be sure to put them in a folder with the same name as your level. This graphics pack may be useful.


Once you have the engine and the standard resources, you're ready to start! However, for your stages to be accepted, the following must be adhered to.



SUBMISSION GUIDELINES
As this game is intended to feel like a legit Mario title, there must be some consistency in the levels. For this project, you will need:

  • 1 middle ring; the checkpoint for your stage. It's the sparkly ring in the SMW NPC tab. You can't use more than one due to engine limitations, so place it wisely!
  • 5 smiley flowers; these replace dragon coins. They're also on the SMW NPC tab and your stage needs exactly five of them. They must all be obtainable in one go through the level. The debugger can tell you how many you used. For technical reasons, they must all be on the Default layer.
  • 1 end goal roulette; this gate marks the end of the stage. It's on the SMB3 NPC tab, and jumping through it ends the level. The player automatically walks to the right and off-screen when they touch it, so every level must end going to the right.


These objects will only appear if you save your level in the Super RMN World 2 folder. Include them in your stage, and beyond that, the sky's the limit! Or is it?



ADDITIONAL GUIDELINES
This game is themed around Yoshi, and SMBX has a wide variety of them. Each island has its own theme, too. Your stages need to match the themes of the islands they're being made for. The difficulty should be relative to the island's order in the game. Each island also has its own color of Yoshi, so any you include should match, and you're encouraged to use them!

  • You may only submit one stage to each island.
  • You must be able to complete each level while riding Yoshi. This means no ladders required for progress or jumps where you must ditch Yoshi. This includes boss stages (more on this later).



WIsland NameThemesYoshi
1Green Grass Islandgrass/woodGreen
2Deathly Desert Islandsand/ghostsYellow
3Giga Growth Islandplants/giantsPink
4Molten Mine Islandcave/lavaPurple
5Slip Drip Islandwater/iceLight Blue
6Sky High Islandcliffs/cloudsDark Blue
7Pyre Fire Islandfire/wastelandRed
8Brain Drain Islandpipes/factoryBlack

About boss stages, you're allowed to make them, but their rules differ slightly. Each island can only have one boss and one mini-boss. Boss stages should end with the boss room instead of the end goal roulette. Due to post-production event handling, you don't need to include an exit; the stage will end when the fight is over. Boss stages still need to be thematically appropriate and have 1 middle ring and 5 smiley flowers. The player should be able to beat the boss while riding Yoshi. The boss stages of islands 7 and 8 are reserved for story purposes.




GENERAL GUIDELINES
I know, I know, we're almost there. In addition to all of the above, please keep the following in mind:

  • Try to stick with one art style for your level. Don't mix SMB3 and SMW koopas/coins/etc.
  • Don't let mushrooms from blocks escape off nearby screen edges.
  • Since stages must end with the end goal roulette, all other exit types are banned.
  • The SMW Bowser statue and SMB3 Lakitu are banned for their quirkiness. Use the SMB3 Bowser statue and SMW Lakitu instead!
  • No swimmable waterfalls. These should be for aesthetic use only.
  • Stages must be two-player compatible. Include both player start positions and ensure the stage is passable more than once. Basically, avoid scenarios that could trap the 2nd player.
  • Prevent no-win situations. If the player isn't dead, they should still be able to complete the stage.
  • Avoid single-tile gaps. The player wall-zips if they stand up in a short passage. This can break the game sometimes, so use caution!





LEVEL FEEDBACK
'HALI THERE ARE TOO MANY RULES I HATE THIS'
I know the rules are extensive, but we're aiming to make this the best episode yet. Don't fret if you can't remember it all. As you submit your stages, I'll be reviewing them and providing feedback. You will be expected to use it to make revisions. Failure to do so may result in your levels being altered post-production, or denied completely! Users are encouraged to test each other's levels. Every bit of feedback helps!



TIMELINE
Submissions will be open for all of July. Afterward, there will be a two-week period where revisions can still be made (but no new submissions). Then the gates will shut and the rest of the game will be processed by yours truly. It will take time, but it will get done.

If you have any questions, please ask! I hope we can build a fantastic new RMN World together!

Details

  • 07/01/2016 12:00 AM
  • 08/15/2016 11:59 PM

Registration

You must be logged in to sign up for Super RMN World 2: Yoshi's Archipelago.

Participants Entries
kentona
Davenport
Jparker1984
Solitayre
Ratty524
outcry312
nin8halos
Bart_Sol
pyrodoom
Seiromem
jackalotrun
Blobofgoo
Animebryan
lonestarluigi
Jalex
TungerManU
NeverSilent
Illy
Frozen
Fflo
El_WaKa
Frogge
Punkitt
Thunder176
Kloe
KuraiYukiChan
eric00051
Entry Status Key
  • - Pending
  • - Validating
  • - Accepted
  • - Rejected

Posts

halibabica
RMN's Official Reviewmonger
14893
For the record, I will be making a new tutorial stage.

from Ratty524
Oh definitely, but at least then the change of style would feel more "justified" as you are entering a new area with different architecture/hazards, whereas not changing the setting at all just feels as if there is an aspect to the level that's completely missing.
I disagree, and I think halfway is the best I can meet you on this one.
Seiromem
I would have more makerscore If I did things.
6104
In regards to the auto-scrolling in Ratty's level, there IS a way to have two sections that auto-scroll: One is using the engine's way, the second is using a layer.

Simply make a section with the intent for it to auto-scroll with everything being on the same layer, then resize the section so that most of the layer is off-screen and an event moves that layer through the screen, effectively creating another autoscroll section.

In regards to the flower, since they need to be on a different layer for the star to show, you can simple place them out of reach on screen, and have them become available as more of the stage comes onscreen.

If you need an example, I'll be happy to draw one up.
author=Animebryan
Tempest Valley (W1) by pyrodoom:
Aww! You butchered the secret room (sad face). The new entrance to that path allows the player to circumvent most of the level though, not a good idea. Maybe have them exit back out closer to where the entrance was.


Hm, strange, though I can understand. I'd need to make a new pipe, which should be easier now that I fixed up my own background pipe graphic for cave stuff, but a good place to put it would be a little harder. I pushed the pipe in the second section far back so that it didn't just drop you off at the end, and the reason I butchered the secret room is because now a tanooki suit AND a hammer suit is too good for the challenge getting to them. I was told to lessen the amount of stuff in there when I moved the entrance, and even a tanooki suit seemed too much since it became less of a secret and more of a second path to take.
Honestly, to make the BS way into the secret more fair I'd prefer to put the black yoshi in the secret room ALONG WITH the tanooki and hammer suits. because fuck difficulty and challenge right

I understand, though, I'll see what I can do.
W8 - Perilous Pipe Warehouse has been submitted! I'm actually really proud of this one XD
Man, I can't seem to get into the SMBX spirit. I opened the editor, mucked around, and I couldn't think of a damn thing to do. When it comes to making a crazy gimmick level I can't put the mouse down, but a "normal" Mario level may be outside of my ability. I'll try again later(or maybe think of some crazy gimmick within the rules). I want the ms though...

I don't see a problem with a level only auto scrolling part way through. Calling it jarring is a bit much and probably varies depending on the persons expectations and opinions.

Hali - If I made a level that couldn't be run through but you had to do actions in a specific sequence, would that be ok? It's just a vague idea but think of like, a point and click adventure game. Where you do something here, which opens up this, get this item and use it here, etc.
Ratty524
The 524 is for 524 Stone Crabs
12896
Updated Giga Growth Gulf and Boom-Boom Bastille

Giga Growth Gulf
> Removed auto-scrolling altogether to make it a no-turn-back level.

> Adjusted level design accordingly

> Added some pipe secrets that replaces the position of a flower and adds pink Yoshi.

Boom-Boom Bastille
> Ditched the screen on the normal route leading to the two boom-boom bosses.

> Raised the height of some thowmps in their section to make it easier to speed through if you're good.

> Reworked the Boom-Boom/Bill Blaster fight on the hard route.

> Various minor adjustments to level design to make things a bit easier/less tedious.
halibabica
RMN's Official Reviewmonger
14893
from Link_2112
Hali - If I made a level that couldn't be run through but you had to do actions in a specific sequence, would that be ok? It's just a vague idea but think of like, a point and click adventure game. Where you do something here, which opens up this, get this item and use it here, etc.
As long as it makes sense in the context of the stage, that should be fine. It's all about the implementation. Maybe a suitable puzzle stage for Brain Drain Island.
halibabica
RMN's Official Reviewmonger
14893
Davenport's Greenwood Forest:

Once again, you have some nice atmosphere going on, and I like the concept behind the stage, but the implementation is kinda off along with some other issues. Here we go!

- Nice music; I love DKC2. But yet again, the song is truncated at 1:00. What's going on with your custom tracks, bro?!

- At the start: no mushrooms in blocks! Make it a leaf! Also, the block is stupidly high and should be closer to the ground.

- That stationary snapping piranha plant is significantly darker than its surroundings. I'd rather see the YI sprite of this plant if you want to use it this way.

- If one enters this stage with Yoshi, the entire first half is trivialized because you can walk across the spikes. You should either remove them and leave it as a chasm, or only put them in a few specific places. Maybe have just enough that Yoshi could jump along them, so it's at least a platforming challenge.

- No special coins! Pick a style and stick with it throughout!

- Make sure you put the orange donuts as generators so the 2nd player can pass.

- The second block with a leaf is too high to hit normally. Lower it a tile or two.

- For whatever reason, the brown donuts don't fall. If you still want to use them, you should rename the NPC's files to make it a block instead. block-225 would work great.

- The 1st flower is nothing extra to get. Swap its position with the paratroopa above it.

- The 2nd flower should be underneath the orange donuts so you have to fall to get it. Put it in place of the red coins that don't belong.

- The rail lifts going straight up are okay, but the one going diagonally is an issue for 2P mode. It needs to go straight up at the end so the platform can return.

- The 2nd platform that goes diagonally either needs to be a generator or have a shorter rail line. Again, this is a 2P compatibility thing. Make sure the 2nd player can get through!

- Since the brown donuts don't fall, the section after the 3rd flower doesn't work like you intended. You need to turn some of the brown donuts orange so the player can advance properly.

- The 3rd flower is too trivially placed. Put it above that big piranha plant so the player can spin jump for it.

- You have that same ugly piranha plant sprite from your desert level here. Get rid of it!

- Once more, these YI goombas are a bunch of nonsense. Use your frog goombas instead of them.

- Why are all your flowers so easy to get? See the area just before the 4th? Remove the left note block, lower the right note block, and put the flower below that red coin.

- For as long as section 2 is, you should move the warp for the 5th flower somewhere else. Maybe have one pipe that suspiciously doesn't have a piranha plant living it.

- I'm not okay with how section 2 works right now. Apart from needing to use Yoshi, it's a 2P compatibility problem. No, I don't want you to add a second Yoshi; I want you to include rail lifts so the area can be cleared by other means.

- Keys and keyholes are banned. Get rid of them and the blue switch that leads there.

- That P-switch is still ugly, and to make matters worse, that custom NPC can't be licked up by Yoshi. Just leave it as a normal P-switch.

That should be all this stage needs, but I'll have to look again once you've cleaned it up. You have a good layout to work with, so the adjustments should be easy to make.
halibabica
RMN's Official Reviewmonger
14893
Illy's Grumbly Goomba Causeway:

Lol, I'm imagining all these grumpy goombas being p.o.'d while this bouncy happy music plays and it's just great. But we got some problems here, oh noes!

- Above the three pipes generating goombas in the sky, you should put coins in those blocks so they can't be broken. The pipes look silly sticking out of nothing.

- I killed the koopa I was supposed to kick to bust open the path, and I would've been trapped if I didn't have my leaf. If you put a shell generator on the pipe nearby, you can ensure a way through without making a 1-up factory.

- I like this Lakitu, but the layout of the stage pretty much forces you to kill him. That's a bit much for W3, so I'd adjust the terrain after he appears so the player doesn't have to go up to his level. Mind your note blocks when you do.

- The 4th flower's position won't work anymore if you adjust the height of the note blocks, so maybe down in the water is a better spot for it. You could put in some giant fish to guard it, perhaps.

- I did a Yoshi jump for the 5th flower instead of the intended solution. You could rig it up differently if you want the player to find the vine, but it's probably okay either way.
halibabica
RMN's Official Reviewmonger
14893
UPRC's Piranha Plant Pond:

Well, you got the plant theme down, but there wasn't anything huge to be found in here at all! Well, okay, I guess the coral. But it'd be nice to see some big plants and fish to go with the island's other theme, too. Sadly, the stage has more problems than just thematics...

- No mushrooms in blocks! Fire flowers would be much more useful here, and you only have two to get through the whole stage with? At least put one at the...wait-!

- NO MIDPOINT?! Add one and put a power-up there! >:C

- I like the placement of the bonus room entrance, but I wonder if a plant shouldn't be guarding it.

- I wonder if the bonus room flower would look nicer in the middle of that swathe of coins...

- The exit for the bonus room needs to be closer to its entrance. Where it is now, it skips one of the stage's flowers, and you need to find the bonus room to get all 5.

- SMB3-style bloopers would probably fit better than SMB1-style.

- Fire-spitting piranhas have more potential in this type of stage, so I think you could use a couple more of them.

- The 5th flower is in such a simple spot. Why not put it under the platform where the crabs can guard it? Or even better, put it under the final pier with the end goal. I mean, you left that one-tile gap there anyway, but there's nothing to find down there. If you moved the 2nd jelectro closer to the coral, you could stuff it between them.

All in all, this is a decently solid water level. It's tough to make good aquatic stages, so you did well to keep it under control.
Solitayre
Circumstance penalty for being the bard.
18257
Soli PSA

Swimming levels are fine in moderation but let's please not fill up the whole water world with all underwater swimming levels. There are lots of interesting ways to explore water-themes besides underwater swimming. Check out world 3 in Super Mario Bros 3 for all kinds of ideas. A couple off the top of my head:

-Rising/falling water levels.
-Moving or falling platforms over water.
-Jumping Fish


Note: this isn't a slight against Piranha Plant Pond at all, I liked it.
kentona
I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
20836
Not to mention a vertical level where you you swim up a waterfall...ohwait
halibabica
RMN's Official Reviewmonger
14893
Don't forget it's ice-themed, too. It will also be known as unpopular mechanics land
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18309
I thought of making an underwater artic level for world 3, but seeing as how most of it probably WILL be underwater I think I'll make a beach level instead. Oh wait I wasn't supposed to make any more levels for this and focus on my own episode instead. Nah, now I'm determined to make a beach level. Is it possible to keep the updates for the two week revision period? Because I really don't feel like going back to my previous levels for now >.<
Agh... life got in my way and I haven't got much time to fix / make maps, but at least managed to upload a new version of Forgotten Dunes that fixes minor problems here and there, thanks!
Updated Tokotoko Desert

- I decided to fully remove the moying layer parts
- Lowered Plattforms so you don't have to die
- Removed most Venus ones
- Lowered Flowers
- Moved Fire Flower next to le checkpoint
- Moved Hidden Yop Yop further
- Added more of dem Tokotokos


Pls tell me what still needs to be fixed.
I just want to note, I was playing SMBX levels a while ago to see what I think of them, and I came across Rockin' Roll Ridge.

I couldn't finish it personally, though I guess I wasn't trying hard enough. This isn't a formal review, I just wanted to note how much I disliked the placement of the rocks and the enemies around them. There's a part where a jumping parakoopa would end up interacting with a rock, knocking it around or jumping over it to make for awkward dodging. Plus, the fact that they can crush you. There was one part near the beginning of the level where a rock landed near a wall, putting Mario inside of it and sending him into a pit.

Anyways, after I had gotten a controller working so that my Z key wouldn't be screwing me over anymore, I tried to play the level again... and it came up with "Runtime Error 62: Input Past End of File" Apparently, no one in the SMBX community knows how to fix it, but I loaded it multiple times and it kept crashing SMBX with that message. Every other level works perfectly for me, that was the only one that gave me that message. Apparently, if you put a level in a text file you should see something in it relating to placement of objects and the level's name, and stuff. NOPE. I heard loading up a level that crashes SMBX would give a message saying "Null". Rockin' Roll Ridge didn't have anything in its text file.
Once again, not sure how to fix this problem, but just letting you know it's there.
halibabica
RMN's Official Reviewmonger
14893
Frogge's Piranha Plant Valley:

Ahhh, I love all the different types of plants! I also like that you used the full breadth of plant sizes instead of just going huge. But let's get down to business, 'kay?

- Once again, your mp3 was borked, but I fixed it.

- Near the 1st bonus room, there's a tree to the left of the pipe with nothing atop it, even though it's a little tricky to reach. It'd be a good place for a hidden 1-Up.

- The warp to the 1st bonus room needs to be flush with the ground. Pipe warps only need centered for up/down pipes.

- The bonus room exit warp is also incorrectly placed. It should be centered right under the exit pipe.

- It'd be a nice touch if the balls the plants spit out could be licked up by Yoshi. Go to the NPC's text file and add the flag 'noyoshi=0'.

- Apparently, the water piranhas can be stomped on normally. That's not standard fare for piranhas, so they should have 'jumphurt=1' in their NPC flags.

- The 2nd bonus room was painfully obvious to find. Personally, I think the hole being that deep is suspicious enough on its own.

- The bonus challenge was extremely easy. Maybe it's just 'cuz I'm a veteran, but it could stand to be a little tougher. I'd add two more thwomps and maybe a ten second timer.

- You don't have to be riding Yoshi to grab and throw vegetables, so Toad saying you need Yoshi isn't necessary.

- You should probably have a new Toad NPC appear after the mini-game has been played so he doesn't say the same stuff again. A success/fail case would be easy to make. Use the moon's death event for the win, and have the fail appear otherwise.

- That big hidden block is pointless.

- Your koopa generator near the 4th & 5th flowers is generating the wrong direction. Also, you should use green koopas so they don't all pile up.

- The 4th and 5th flowers are just a bit too close together, methinks. The 4th one, I'd move under the water piranha closest to the end goal. The 5th, I'd put in that little nook between the pipes it's near. You could make the pipe warp to it, but if you do, make it one-way so the player can't accidentally warp back into the piranha plant snapping out.

Your levels are good and you should make more of them.
halibabica
RMN's Official Reviewmonger
14893
Jalex's Sinister Crypt:

Jalex, I do believe this is the first we've been acquainted, but I gotta say: I really, really like this level. But it's my job to complain, so...

- Given the number of undead enemies in this stage, I'd stick with leaves as the main power-up. You could sneak an ice flower somewhere inside, though...

- My OCD so desperately wants the hidden 1-up block moved down a tile. So desperately!

- If you're going to have Yoshi sitting out like that, at least put him in an egg.

- I'm fine with the flower above the thwomp, but it looks a bit ugly how it's placed. You can make the passage two tiles wide and uncheck Auto-Align to center the flower inside.

- The Eerie after the spaced-out donut blocks is a little too rude for W2. Move it further right so it's not such a troll.

- I liked the Eerie 'raft' section, but they look a bit silly generating out of spikes. Maybe just have four of them pop out of two pipes instead.

- The coin arrangement in section 5 looks like it's hiding something. Don't rouse suspicion where none is needed; just leave a normal string of coins.

- I love how the 5th flower is hidden, but the 3-up moon beyond feels like an afterthought. I'd make it so you don't need Yoshi to reach the flower, but you'd still need him to reach the moon. I think that would balance it out.

- I see an unused section in there...was it to be a boss stage at one point? I could see a Dry Bowser re-sprite of SMB1 Bowser working great here, but I understand if you'd rather not go there.

This stage has really cool atmosphere and clever puzzles. I had fun with this one!
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18309
author=halibabica
Frogge's Piranha Plant Valley:Ahhh, I love all the different types of plants! I also like that you used the full breadth of plant sizes instead of just going huge. But let's get down to business, 'kay?

Ahh I was worried they were too varied ^^; Good to hear you liked them!

author=halibabica
- The warp to the 1st bonus room needs to be flush with the ground. Pipe warps only need centered for up/down pipes.

- The bonus room exit warp is also incorrectly placed. It should be centered right under the exit pipe.

- Your koopa generator near the 4th & 5th flowers is generating the wrong direction. Also, you should use green koopas so they don't all pile up.


Strange. I could have sworn I fixed all those in the update. Perhaps I forgot to update the zip file. Or by any chance, did you download it earlier but only get around to it now?

author=halibabica
- It'd be a nice touch if the balls the plants spit out could be licked up by Yoshi. Go to the NPC's text file and add the flag 'noyoshi=0'.

- Apparently, the water piranhas can be stomped on normally. That's not standard fare for piranhas, so they should have 'jumphurt=1' in their NPC flags.


Woah thanks a lot! I'll definetly implement these :D

author=halibabica
- The 2nd bonus room was painfully obvious to find. Personally, I think the hole being that deep is suspicious enough on its own.

- The bonus challenge was extremely easy. Maybe it's just 'cuz I'm a veteran, but it could stand to be a little tougher. I'd add two more thwomps and maybe a ten second timer.


Yup. I'll change the pipe color. And yeah, I realized it was too easy too. I'll definetly spice up the difficulty and lower the reward. Do you know how I could make it so that all 3 thwomps have to be killed in order to make the item appear?

author=halibabica
- You don't have to be riding Yoshi to grab and throw vegetables, so Toad saying you need Yoshi isn't necessary.


SHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

author=halibabica
- You should probably have a new Toad NPC appear after the mini-game has been played so he doesn't say the same stuff again. A success/fail case would be easy to make. Use the moon's death event for the win, and have the fail appear otherwise.


Yup. Time to stop being lazy >.<

author=halibabica
- That big hidden block is pointless.


Yeah, that's kinda true too. I'll rid of of it.


author=halibabica
Your levels are good and you should make more of them


T-thanks a lot! I'm hoping to release a beach and fire level after this, but I think that might be all. Or not. Or I'll give in to the desire and make 1 level for each world but then still want to make more so I'll offer help to make levels for any world if there aren't enough of them but all people will make enough and Iwillbesadandcrymyselftosleepandbefilledwithdespairiwillneverhaveafamilyandbelonelyfortherestofmylifeanddieasaddeathasdfgh;-;