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
from Jalex
I disabled 'attach to layer' on the NPC event, and it works perfectly now.

That'll do it. Attach to Layer is a deceptive function. It sounds like you're attaching the NPC to the moving layer, but the opposite is true. The layer is being attached to the NPC and will follow its movements.
Ratty524
The 524 is for 524 Stone Crabs
12896
author=halibabica
from Jalex
I disabled 'attach to layer' on the NPC event, and it works perfectly now.
That'll do it. Attach to Layer is a deceptive function. It sounds like you're attaching the NPC to the moving layer, but the opposite is true. The layer is being attached to the NPC and will follow its movements.

Yeah, and I'd like to add that the npc you set the "attach to layer" command to needs to be able to have inherent movement itself. Otherwise, it won't work properly.
kentona
I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
20836
Really?? that seems promising!
Am I the only one getting errors on some levels?
I got a Run-Time Error: '62': Past End of File on Rockin' Roll Ridge and when I searched for a fix, no one seemed to know how to fix it in the SMBX community, though apparently it meant that you tried to load a level with nothing to load.
Just now, I tried to play Chemical Compound and got a Run-Time Error '481': Invalid Picture, and it's apparently related to the graphics of a level. Apparently, if a graphic has too big of a file size, or was improperly converted from one filetype to another, it will cause this error.
Ratty524
The 524 is for 524 Stone Crabs
12896
author=pyrodoom
Am I the only one getting errors on some levels?
I got a Run-Time Error: '62': Past End of File on Rockin' Roll Ridge and when I searched for a fix, no one seemed to know how to fix it in the SMBX community, though apparently it meant that you tried to load a level with nothing to load.
Just now, I tried to play Chemical Compound and got a Run-Time Error '481': Invalid Picture, and it's apparently related to the graphics of a level. Apparently, if a graphic has too big of a file size, or was improperly converted from one filetype to another, it will cause this error.

What version of SMBX are you using?
SMBX 1.3.0.1, the most recent version.
Take note, I have checked out Rockin' Roll Ridge and I loaded it 3 times before it began crashing the engine. I checked it in a textfile, and unlike other levels where it'd tell me the name of the music, and various numbers related to what I assume are block placements, it literally had nothing. So in the case of Rockin' Roll Ridge, I have no idea what happened.

I can download the other version of SMBX for the sake of trying it out, but I'm unsure if that's really the problem since these are normal errors for SMBX that are usually explainable.

BTW, I just checked Chemical Compound's text file to see if it was the same issue - it wasn't. I can't wait to play it though, because I saw that the music is a Chemical Plant remix.

Edit: I don't know what was going on, but it's not an issue with my engine. Turns out, one of the graphics just wasn't working. You may want to check "block-137".
Ratty524
The 524 is for 524 Stone Crabs
12896
Hmm, I'll check it out. Thanks!
Crazy Mine Madness by LoneStarLuigi

- The angry red koopas are weird, not bad, but weird
- I can't make that last jump in that section with the four single red donut blocks without sacrificing Yoshi

Slip n' Slide by Outcry312

- I'm unsure what to think of that house, it could be better polished however
Ratty524
The 524 is for 524 Stone Crabs
12896
author=pyrodoom
Edit: I don't know what was going on, but it's not an issue with my engine. Turns out, one of the graphics just wasn't working. You may want to check "block-137".

That's weird. I'm not using any custom graphic for block-137 in Rockin Roll Ridge. I think the engine just decided to bug out for some random reason.
Ratty524
The 524 is for 524 Stone Crabs
12896
Updated Rockin' Roll Ridge to version 1.1. Mostly doing what Hali suggested and altering things to give that SML throwback feel (I tried tokotokos but they worked horribly in this level).
I've had graphical issues myself with Yoshis having black shadows extending from their bodies, as if the mask for their sprites were off, but that wasn't the case. Closed the editor & restarted & the problem went away. It suspiciously seemed to happen after testing one of Davenport's levels (what with the excessive custom graphics that never get used or are messed up & such).

Also forgot to test Tempest Valley's new update last time.

Tempest Valley (W1) by pyrodoom:
The exit from the secret room is set to exit downward above the pipe instead of upward from the pipe. I missed the Tanooki Suit because it was invisible & I never jumped while underneath it. Well played.

Still need help setting up my boss fight for world 3 (Naval Piranha's Bog). I've started another level but the editor is being a pain in the ass right now (It's locking the screen into a position after activating a trigger for a event that moves a layer).
Seiromem
I would have more makerscore If I did things.
6104
author=hali
I can't believe you made a section that's still challenging for a Yoshi that can fly.

Well, that was the intention! I dislike black yoshi simply because of that: it flies over everything and makes it a cake walk unless you add counter-measures. Counter-measures being the amps and conveyor towers. For example, if you still have black yoshi, the section afterwards is indeed far easier, the gight jumps become irrelevant and I don't want that. I want it to go down from hard to moderate, not hard to easy.

With the section after the CP though, I shortened an amp and slowed most of the generators (bar one, which was already at 4.5 seconds)

Also I have no idea how to edit sprites. My attempts have led to rapidly blinking conveyor belts; which is a failure. I don't know how to change the height to match "16" whatever unit that number goes to. Is it each 'frame' needs to be 16 pixels? I'll try that next.

E: Alright, I think I did it, you can now regularly jump over the mushrooms and duck jump with ease; of course placing the conveyors would be an absolute pain if it wasn't already done. Guess it's something to just slap on at the end.

Either way, I revised everything to your wishes! Uploaded.

Also, I believe jack expressed his desire for there to be a mini-boss before the end goal, do you think it would help the level, or is my little homage good enough?
author=Ratty524
author=pyrodoom
Edit: I don't know what was going on, but it's not an issue with my engine. Turns out, one of the graphics just wasn't working. You may want to check "block-137".
That's weird. I'm not using any custom graphic for block-137 in Rockin Roll Ridge. I think the engine just decided to bug out for some random reason.


No, I meant Chemical Compound.
I sort of forgot you had both levels. Which is weird, because you were the first one to come to me with that issue.
Ratty524
The 524 is for 524 Stone Crabs
12896
Submitted my world 5 boss level: Colonel Cryo's Cavalry

I needed to make an auto-scrolling level after revising Giga Growth Gulf.
Fixed my level once again with some minor little fixes. Still awaiting some more feedback!


I'm going to try and get new level up by this weekend, hopefully!
halibabica
RMN's Official Reviewmonger
14893
from Seiromem
jack expressed his desire for there to be a mini-boss before the end goal, do you think it would help the level, or is my little homage good enough?

I think the stage is plenty hard enough without a boss of any sort. It already accomplishes what it was meant to.
Fflo
Be careful ! I'm French
3448
Hey, I've updated my level by following your advices.

- No more yellow switch at the end
- Fire flower on the boat doesn't respawn anymore
- A little something added (try to pluck the roots)
- Sign in secret section changed
- No more blue winged Koopa generator (above a pipe)
Seiromem
I would have more makerscore If I did things.
6104
Giga Funklen because you didn't see that coming!

E: Hopefully he large amount of enemies are offset by the mass amount of veggies and veggie-fiable enemies.
author=Seiromem
Giga Funklen because you didn't see that coming!

E: Hopefully he large amount of enemies are offset by the mass amount of veggies and veggie-fiable enemies.


Seiromem, what is Funklen? I swear you make a "Funklen" level for every colab
Seiromem
I would have more makerscore If I did things.
6104
It's like a halibabica, only an adjective.

Or the German word for sparkle, misspelled. Found that one out after the fact.