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

Added a new update for "Bill Bouncing in Billowy Brumes" based on Animebryan's test of the level. Similarly with Tempest Valley, though the change was SO minor that it didn't even matter - I fixed the indent in the ground. No actual level layout changes, nothing gameplay changing, just a minor aesthetic difference.
The biggest change I have to say was made was for Aerial Garden, because of one of the graphics. I basically had to fight the engine for some fucking reason as computer issues began occurring(blue screens up the wazoo), graphics weren't loading properly, and it seemed the level broke once or twice("Input past end file" error happened at least once) FINALLY I got it to work so that I could upload it without problems.
Back when I got the tileset, I was planning to use alot of its functionalities. Some things just plain didn't work because the engine wasn't made to let them work(the spinning blocks from 3D Land and the like would look weird in a level like this if they weren't spinning), and another was just... no. I couldn't tell how to even MAKE it work.
I eventually did get around to removing some graphics, though apparently I didn't get them all it seems, given the big block.

I hope to god these issues don't happen again with any level I make when it comes to revising them later on. I was planning to work on A Cheesy Level from 12 to 6 today, but it's already 5:11 PM. ;-;
BTW, sorry for the double post earlier(might as well use this since it's still here), I found something interesting about SMBX and how it deals with quicksand and jumping.
I just began work on A Cheesy Level and was testing out how I'd do sticky blocks. I put a block to be slippery, and then put quicksand on it, and it makes it so the player CAN'T MOVE without jumping(this does make getting things like power-ups a bitch, so I may just use quicksand and ignore the slippery stuff). That's not the interesting thing, though it's how I found out about it.
Apparently, you can gain what I'm assuming to be full height off of quicksand if you duck first. If I understand correctly, you'd need to be on top of the quicksand to do it, meaning my level is good on that matter(you're never beneath the quicksand), but still. In the meantime, the sticky gimmick feels very INTERESTING at least... not sure how fun it'd be to deal with. I've sort of got an idea where there will be a top section where players can platform safely, but if they fall down they have to deal with the sticky ground. There are 3 sizables, and the dark one looks like burned cheese, and not sticky/slippery at all. I MAY have a good sizable to make slippery, but I'm not sure.
Without the duck-jump, it'd be impossible to jump above 3 blocks high as Mario, which is how high things like power-up blocks have to be so you aren't zipping through them in a stage like this. If a tutorial level is made for this game, it'd be a good thing to tell players of that JUST IN CASE, and I'll have an Agent Toad guy tell you about it as well.
halibabica
RMN's Official Reviewmonger
16948
Okay Bryan, grab a notepad and pen and jot down what you need here. The following should help you make the Naval Piranha fight work. We'll start with the NPCs...

For the head:

Rename to npc-212 (the sturdier donut)
Create a text file with these flags:

jumphurt=0
playerblock=0
playerblocktop=0
nohurt=0
frames=2 or 3 (it should be animated so its mouth snaps open and shut*)
framespeed=5 (give or take, bigger numbers move slower)
framestyle=0
width={how many pixels long the sprite is}
height={how many pixels tall}

*I dunno if you have a good image editor, but to make the sprite sheet, put each frame of the head one underneath the other and save it as a lossless gif. Make an all black version with the name npc-212m to go with it. Look at how other sprite sheets are laid out to see what I mean.

For the body:

Rename to npc-209 (Mother Brain)
Create a text file with these flags:

jumphurt=1
playerblock=0
playerblocktop=0
frames=1
framestyle=0
width={width of weak spot}
height={height of weak spot}
gfxwidth={full width of sprite}
gfxheight={full height of sprite}

The gfx flags make the hit box smaller than the entire sprite so you have to hit the weak point do damage it. It also means the vines around the weak spot won't hurt the player, but I have a plan for that, too. These next NPCs will defend the head and body. First up, the nippers...find graphics for the YI plant and do the following:

Use npc-129 (Tweeter)
Create a text file with these flags:

grabtop=0
playerblock=0
playerblocktop=0
npcblock=0
npcblocktop=0
frames={however many}
framestyle=1 (faces left and right; left-facing sprites go at the top of the sheet)
width={sprite width}
height={sprite height}

This next one's a little tricky, but I think the effect will be worth it. Edit the bud tendrils off the body sprite and make them their own NPC.

Rename into npc-256 (Big Piranha Plant)

No special flags required; it already behaves exactly as it should. Those four NPCs are all we need.


Next, here's how to set up the fight:

Create a layer for the boss and put the head, body, and tendrils onto it. Create a separate layer for the nippers. The nippers should be generators placed right in front of the mouth. I'd use two with different timers so they don't pop out too rhythmically. If you place one, then hide the layer, you can place another in the exact same spot before showing the layer again.

To make the boss move around, we need to create a loop of events. Layer movement is in the top right of the Events window. Event triggering is in the rightmost box at the bottom. For the boss to move appropriately, we need six events: Boss Wait, Boss Prep, Boss Charge, Boss Pause, Boss Rev, and Boss Back.

After naming all six, go to the Trigger Event box for each one and activate them in sequence. In other words, have Boss Wait trigger Boss Prep, have Boss Prep trigger Boss Charge, all the way down to having Boss Back trigger Boss Wait.

The delay slider determines how long the game will wait before triggering the event you specified. Some waits should be longer than others and depend on the phase of movement.

Boss Wait should have the longest delay so the boss doesn't charge too frequently. I think 20 or 30 seconds should do it.

Boss Prep and Boss Rev need to have the same delay. This is a brief moment where the boss moves slowly to warn the player it's about to charge.

Boss Charge and Boss Back also need the same delay. This is when the boss moves quickly across the room to attack, first forward, then back.

Boss Pause is the moment the boss rests after its forward charge. This delay shouldn't be very long; just long enough for the player to get their bearings.

The length of delay you need depends on how fast the boss goes to and from the other side of the room. Put the boss layer in the Layer Movement box of all six events, then change the Horizontal Speed values to move it around. Negative numbers move it left; positives move it right.

Boss Wait and Boss Pause should both have Speed of 0.

Boss Prep and Boss Rev should be slower movement. Decimals are allowed, and .5 or 1 should be good. Whatever you choose, they must match for these two events!

Boss Charge and Boss Back should be faster for the charge attack. 3 or 4 will probably do it. The back movement needs to be the same speed as forward. This ensures the boss ends up in the exact position it started from.

Finally, the boss shouldn't spit nippers while it's charging, so hide the nipper layer on Boss Prep and reveal it again on Boss Wait.

To summarize:

Boss Wait (0 speed, long delay, show nippers)
Boss Prep (slow speed(-), short delay, hide nippers)
Boss Charge (fast speed(-), short delay)
Boss Pause (0 speed, short delay)
Boss Rev (same speed(+) and delay as Boss Prep)
Boss Back (same speed(+) and delay as Boss Charge)


And that just leaves the player's means of attack. I'd give them an ice flower before the fight since ice blocks are handy, but don't spawn them into the battle. Put a little pipe in the center of the arena that spawns in ice bricks or something. The fight should just be a bit harder without the ice flower.

I'm sorry this is so huge, but I tried to explain in the best detail I could. If you have any questions, feel free to ask!
halibabica
RMN's Official Reviewmonger
16948
Animebryan's Barrel Volcano:

Ehh, I dunno about this one. I certainly like the concept behind it and such, but I think the implementation could use some work.

- You really are too generous with your power-ups. You double-up with an ice flower and Yoshi at both the start and the checkpoint. You could put Yoshi in place of the ice flower you have between those two and still be fine.

- I like what you did with the rising/falling lava, but I think this is a bit too hard for W4. I was able to handle it okay, but some of those jumps are really tricky! I'd lower the tall column at the start by one tile and raise the ceiling by one tile in the first moving lava spot. I'd also slow that lava down a bit.

- Those Fry Guys seem awfully calm about being on fire. I'd add speed=2 to their text file.

- I like that pipe secret, but it's way too heavily guarded. Take out the two inner podoboos and the Fry Guy; the lava lotus is enough.

- The skull raft in the pipe secret should be a generator for 2P compatibility.

- The pink switch in the pipe secret is total bs. I know you need an ice block to hit it, but you can't carry ice blocks while riding Yoshi! The way it's laid out, you could do away with the switch block and move the flower further to the left.

- The jump after the pipe secret is doable, but the timing is really tight. Slowing the lava like I mentioned earlier should help.

- The erupting volcano section...something needs to be done here. My first concern is a 2P compatibility thing. If the second player isn't hot on the heels of the first, they won't get through the pipe in time. Not only that, but if you sit and watch the lava, it scrolls up and away, which makes no sense at all. The lava could stop before it reaches Toad's platform, but then there's a no-win situation. You can keep Toad there to warn the player about the eruption, but the initial lava rising to the pipe needs to go.

- The vertical climb portion of this stage is very tedious. There's not much to threaten the player, but the climb is so long that screwing up anywhere along the way could mean you're screwed, especially since the top is laid out the way it is. Apart from the climb being uninteresting, it relies far too much on the pink switch. If you didn't hit that switch right away, there's nothing to do but climb and you miss out on everything. And even if both those things weren't a problem, there's still a 2P compatibility issue with both players getting through before the entrance is enveloped by lava.

Sadly, the only solution I can think of isn't a simple one. The vertical portion needs shortened by a lot; I'd almost cut it in half, personally. With it shortened, you could include some enemies to help spice up the climb. The lava lotuses and pansers could be put to good use here. Next, add one more normal segment of level on the way out of the volcano. There's plenty of potential with the NPCs you chose to get in one more section, and it'll give you another place to put a flower so there aren't so many in the climb. Lastly, for 2P, you can have a pipe appear that leads straight to the new section after the vertical climb pipe gets sealed.

Sorry this is such a complicated request, but this simply doesn't work as it is. You're welcome to come up with an alternative on your own, but I can't abide it like this.
halibabica
RMN's Official Reviewmonger
16948
Fflo's Chilly Tunnel:

Hmm...I like the concept behind this stage, but it's a bit on the short side, among other things...

- What's up with that music?! It's really disturbing to me for some reason. I saw Icecap and I was expecting Sonic's Ice Cap Zone, but this...well, you're allowed to keep it if you want. I was just rather weirded out, that's all.

- I like the secret 1-up above the first vine, but if a player hops on top of that block, they can wall-zip to the left. If you leave the ceiling open instead, it won't be a problem.

- Be mindful of the height of some your walls around water. It's tough to get on top of things in some places.

- I love how the sinking ice pushes the water a little higher. It's an interesting gimmick! However, it's disappointing that hitting the skull switch makes no sound at all. Pick a sound effect for it in the Events window.

- It's odd that there are springboard generators in the secret room. You could just leave one stationary in there. It'd also be nice if there were something you could use it for in the main area by taking it with you.

- The slope to the right of the 2nd 1-up is too close to the ceiling. Mario can't get through when he's tall. You'll need to move the ceiling up a little or do away with the slope.

- When I reached the end of the stage, my reaction was literally "That's it?!" You packed a lot into a small package, but I think you have room for more here. I'd put a checkpoint where the ending is now and add a whole new section. Maybe explore your sinking ice gimmick further and see what you come up with. You could move some of the flowers to the new section, too.

The music may be creeping up my spine, but this is a cool stage and I'd love to see it expanded.
halibabica
RMN's Official Reviewmonger
16948
kentona's Donut Fall:

Short 'n sweet, and not too tough. Actually, it could afford to be a little tougher since this is W6 'n all. Here's what I'm thinkin'...

- Wait, is it 'Donut Fall' or 'Donut Falls'?

- Normally, I'd say these donuts are an issue for 2P mode, but since they're sturdier, I think it'll be okay. You also spaced them out with solid blocks so the player's never truly screwed. Good thinking! Or was that a touch from SMB3? ;3

- I like the secret you have for the tanooki suit, but it's really easy to get, and its exit pipe skips past the 1st flower. Personally, I'd put the entrance where its exit is so you need Yoshi to reach it, and move the exit to the pipe below. You could hide another bonus room in the original spot if you want.

- The 4th flower is really close to the 3rd; you can even get them on the same screen. I'd move the 4th further right so it's under the last of the donuts.

- I had a couple problems with the P-switch section. First, the P-switch de-spawned and I had to pull a stunt to make it reappear. Then, I reached the end of the section and the flower was a block because SMBX is stupid. I'd say move the flower further away, but it's the end of the stage after that, so...

- This stage may be short 'n sweet, but I think it's a little too short after all. Even extending it by a screen or two would help. Maybe add a tasteful rail lift section? I'm sure you could take it a bit further without too much trouble.

- As I mentioned at the start, this stage is remarkably easy for W6. It's good that so many of the donuts are sturdy, but you should mix them up with the ones that fall faster, too. I think that would balance it out nicely and give the player something more to focus on without being overwhelming.

It's good stuff kent, but I think it needs just a bit more to be great.
It is supposed to be "Donut Fall" as in "Do Not Fall!", but I made a typo in the zip file name.

And yes, this is a minor blend of two world 5 level ideas from SMB3, with some slight tweaks. Nothing exceptional. I'll see what I can do about improving it.
Fflo
Be careful ! I'm French
3650
author=halibabica
Fflo's Chilly Tunnel:- Be mindful of the height of some your walls around water. It's tough to get on top of things in some places.

That's intentional. Activate switches to raise the water and get on the platform.
But I'll try to make a longer level. I wasn't inspired when I made it. Glad you liked the gimmick !
Solitayre
Circumstance penalty for being the bard.
18257
I'm working on a flying Yoshi level for World 6. This will be my last level most likely.
NeverSilent
Got any Dexreth amulets?
6299
Ah, I really hoped I could create another level, but I'm just not going to make it in time. That's too bad.
Does anyone know where I could find a SMW-styled Mouser?
Seiromem
I would have more makerscore If I did things.
6375
I have four days left, gotta finish my levels!
halibabica
RMN's Official Reviewmonger
16948
from NeverSilent
Ah, I really hoped I could create another level, but I'm just not going to make it in time. That's too bad.

If you have an idea, just get it started. I'm going to allow incomplete stages before the deadline.

from Seiromem
I have four days left, gotta finish my levels!

I'm guessing that's just you, considering there's still a week left.
NeverSilent
Got any Dexreth amulets?
6299
author=halibabica
If you have an idea, just get it started. I'm going to allow incomplete stages before the deadline.

Thanks, but I haven't even started working on it yet. And I will be absolutely unable to devote any time to it at least until August 15th, likely even until the end of the month. I just didn't plan my stuff well, and now I pay the price. Sorry.
author=halibabica
Animebryan's Barrel Volcano:Ehh, I dunno about this one. I certainly like the concept behind it and such, but I think the implementation could use some work.

- You really are too generous with your power-ups. You double-up with an ice flower and Yoshi at both the start and the checkpoint. You could put Yoshi in place of the ice flower you have between those two and still be fine.

- I like what you did with the rising/falling lava, but I think this is a bit too hard for W4. I was able to handle it okay, but some of those jumps are really tricky! I'd lower the tall column at the start by one tile and raise the ceiling by one tile in the first moving lava spot. I'd also slow that lava down a bit.

- Those Fry Guys seem awfully calm about being on fire. I'd add speed=2 to their text file.

- I like that pipe secret, but it's way too heavily guarded. Take out the two inner podoboos and the Fry Guy; the lava lotus is enough.

- The skull raft in the pipe secret should be a generator for 2P compatibility.

- The pink switch in the pipe secret is total bs. I know you need an ice block to hit it, but you can't carry ice blocks while riding Yoshi! The way it's laid out, you could do away with the switch block and move the flower further to the left.

- The jump after the pipe secret is doable, but the timing is really tight. Slowing the lava like I mentioned earlier should help.

- The erupting volcano section...something needs to be done here. My first concern is a 2P compatibility thing. If the second player isn't hot on the heels of the first, they won't get through the pipe in time. Not only that, but if you sit and watch the lava, it scrolls up and away, which makes no sense at all. The lava could stop before it reaches Toad's platform, but then there's a no-win situation. You can keep Toad there to warn the player about the eruption, but the initial lava rising to the pipe needs to go.

- The vertical climb portion of this stage is very tedious. There's not much to threaten the player, but the climb is so long that screwing up anywhere along the way could mean you're screwed, especially since the top is laid out the way it is. Apart from the climb being uninteresting, it relies far too much on the pink switch. If you didn't hit that switch right away, there's nothing to do but climb and you miss out on everything. And even if both those things weren't a problem, there's still a 2P compatibility issue with both players getting through before the entrance is enveloped by lava.

Sadly, the only solution I can think of isn't a simple one. The vertical portion needs shortened by a lot; I'd almost cut it in half, personally. With it shortened, you could include some enemies to help spice up the climb. The lava lotuses and pansers could be put to good use here. Next, add one more normal segment of level on the way out of the volcano. There's plenty of potential with the NPCs you chose to get in one more section, and it'll give you another place to put a flower so there aren't so many in the climb. Lastly, for 2P, you can have a pipe appear that leads straight to the new section after the vertical climb pipe gets sealed.

Sorry this is such a complicated request, but this simply doesn't work as it is. You're welcome to come up with an alternative on your own, but I can't abide it like this.


The 'Red' switch is actually meant to be hit with Yoshi using his ground pound (as in the video) with throwing an ice block as a 'desperate' alternative. The vertical section originally had enemies to deal with, but I had set the lava speed to 2 & that was WAY TOO FAST to keep up with. So I took out all of the enemies which is what makes that part so boring. I don't quite understand what you mean in that last part about the pipe leading to the new section. Do you mean to just add a 2nd pipe after the climb?

About the Naval Piranha fight: Naval Piranha's head doesn't have sprites of it opening it's mouth except for when you defeat it, so animating it wouldn't be possible. Also, why make npc-212m all black? Wouldn't that make it look weird instead of just making it a silhouette like most masks? As for the body's hitbox, if the hitbox is smaller than the sprite, then where on the sprite is the hitbox located? Would it be right where the 'naval' is or would it be positioned on the left or right of the sprite? If I remove the bud tendrils off, where would I place them & should they be on a generator?

Should the boss be able to move all the way across the screen or just like 2/3 the way across? Also, should I leave the fighting area the same width or should I shorten the width to 1 screen?
halibabica
RMN's Official Reviewmonger
16948
from NeverSilent
I haven't even started working on it yet. And I will be absolutely unable to devote any time to it at least until August 15th, likely even until the end of the month. I just didn't plan my stuff well, and now I pay the price. Sorry.

You could submit a placeholder if you want. It's not encouraged and carries some risks, but it's a thing you could do...

from Animebryan
I don't quite understand what you mean in that last part about the pipe leading to the new section. Do you mean to just add a 2nd pipe after the climb?

I mean, if you want to keep the rising lava climb, then P2 will need an emergency exit. When P1 goes through the pipe and activates the lava, have the warp to that section disappear and reveal a new one that lets P2 skip the climb. Otherwise, they'd be stuck warping into or under the lava, which would suck.

from Animebryan
Naval Piranha's head doesn't have sprites of it opening it's mouth except for when you defeat it, so animating it wouldn't be possible.

Well, it could be snapping its mouth open and shut very quickly. It may be possible to find the other frames online somewhere, too. It would look really silly with its mouth sitting agape, so at minimum it should have one frame open and one frame shut.

from Animebryan
why make npc-212m all black? Wouldn't that make it look weird instead of just making it a silhouette like most masks?

Er, yeah, I meant a silhouette like other masks. I never know how much people understand about custom sprites in SMBX, so it's hard to explain sometimes. You're right about this, though.

from Animebryan
As for the body's hitbox, if the hitbox is smaller than the sprite, then where on the sprite is the hitbox located?

Glad you asked! The game puts the hitbox in the bottom middle of the sprite. If the Adam's apple isn't square in the center, you can adjust the placement of the sprite in its frame to compensate. Come to think of it, it's probably not directly on the bottom, but that can be adjusted, too. Use the 'gfxoffsety' flag and set it to equal the pixels below the intended hitbox.

from Animebryan
If I remove the bud tendrils off, where would I place them & should they be on a generator?

I tested with generators a bit, but they just don't work well with this NPC. It'll have to do with just the ones you give it. I think it normally has two. Just be careful placing the one in front so it doesn't block nippers from spawning (or get whacked by them).

from Animebryan
Should the boss be able to move all the way across the screen or just like 2/3 the way across? Also, should I leave the fighting area the same width or should I shorten the width to 1 screen?

That's all up to you. You can probably fit everything you need onto one screen, but expand it if necessary. Maybe just far enough that the nipper spawners are always visible? Hope that helps!
Fflo
Be careful ! I'm French
3650
Updated Chilly Tunnel after following Hali's advices:
- Soundtrack changed (IceCap Sonic Adventure -> IceCap Act 2, Sonic 3)
- Level length increased (with another iceberg to sink !)
- There's a leaf hidden somewhere !
halibabica
RMN's Official Reviewmonger
16948
So. It's the 10th. There are about 5 days left. I don't want you guys to be discouraged, though, so here's an important announcement:

There will be time after the deadline!

I can't accept new submissions after the 15th, but you will have the chance to finish up things you already started. If you have an unfinished level, submit it! If you have an idea you still intend to make, submit a placeholder!

I can't say how long you'll have to work, but the next phase will take a while, so you should be able to finish up without much trouble. So stay on track! Don't fret, but don't slouch either!
More video feedback:

Bill Bouncing in Billowy Brumes (v1.3) (W6) by pyrodoom:


Donut Fall (W6) by Kentona:


Carps Against Humanity (v1.5) (W5) by NeverSilent:



@Fflo: I would've also done Chilly Tunnel (v1.1) but when I extracted the zip folder, there was only the 'icecap' mp3 & the level folder, no level file. I don't know if you forgot to include the level file or the extraction went wrong, maybe someone else can download it to check.

My Naval Piranha Boss fight video:


The only problem I have with this is the nippers not landing & becoming a natural enemy to deal with. Other than that, I'll have the level submitted by tomorrow. Right now, I've decided to try my hand at my world 6 boss level, which I originally gave up on. I definitely want to make that level along with my worlds 8 & 9 levels.

Hali, you mentioned that we could submit a placeholder. How exactly does that work? Do we just submit the unfinished level & label it as a placeholder or something? Because if that's the case then I'd like to get a little done on each of my remaining 3 levels & submit them as placeholders so I don't have to worry about the deadline.

I still plan on fixing Barrel Volcano but getting my remaining 3 levels in before the deadline comes first. Also, still waiting on feedback for the 2nd version of Fire & Brimstone.
Fflo
Be careful ! I'm French
3650
@AnimeBryan:
I was distracted when compressing my submission ! It's updated. (I think I should learn more how to use 7-Zip...)