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

Seiromem
I would have more makerscore If I did things.
6375
author=halibabica
Seiromem's Fiery Fumes:Fumes? I think the word you're looking for might be 'Flumes'. Anyway, this is pretty good for W7. Just a few beefs with how it works here.


Ha, knew it!
- You don't need to double-up on power-ups at the start.

- Although bandits are cool enemies, their being fireproof is a real nuisance here. Even Yoshi's fireballs can't destroy these guys. I don't think we need to remove them, though. If you replace them with the Chargin' Chuck bullies we used in RMN World 1, that would fit better. Either way, you shouldn't give them cliffturn.


Right, replaced.

- I can't believe I have to ask this, but could you try to make the lava geysers less phallic? I did something similar in the 'Mr. Freeze' stage from RMN World 1, if you care to check there.

Oh my, whoops.

- It's tough to tell sometimes when a lava geyser is about to spout, and where. Add an event in between that plays the warning sound first, then fires the geyser a second later. Also, put blue coins in the direct path of all the geysers so there's a visual indicator of where they are and how high they go.


Okay.

- It's needlessly hard to reach the Yoshi that first Chuck is guarding. At least lower the box on the right so it can be reached by bouncing off the koopa.


Done (although you could reach it by bouncing off the koopa this first time, but more margin for error is needed)

- Completing the red coin challenge didn't make the prize appear.

- Reaching the warp to the 1-up near the start isn't as scary as it looks. I'd move the 2nd flower in there in place of the 1-up.

- The 3rd flower is a little too deviously hidden. At least bump it up a couple tiles so it can be seen at the bottom of the screen.

- The warp to the 2nd 1-up bonus is exactly as scary as it looks. I'd put the tanooki suit in there, and maybe have a hammer suit as the reward for the red coins instead.

- The final Chuck isn't set to stay still.

- Some areas of the level felt overcrowded with enemies. I'd knock out one or two from each cluster.


And all of these have been edited and the fixes have been uploaded.
halibabica
RMN's Official Reviewmonger
16873
UPRC's Volcano Lotus Valley:

Well, bro, I like this stage and it looks nice, but...Pyre Fire Island is a wasteland. You could think of it like a cave with no ceiling. This stage is way too lush and cheerful for W7! The difficulty's spot-on, though, so I think you'll only have to change some tiles around. Do you know how to use the debugger to swap floor tiles? 'Cuz that would be the easiest way.

- The fire spitting piranha plant near the sky secret needs to go. They can crash the game if they're on-screen with pipe warps.

- The hidden 1-up near the 2nd flower is sure to get someone killed. If you want to keep it, put the sturdier type of donuts underneath it.

- The hidden note block isn't needed to reach the 2nd flower and it's too rude to be a trap, so you can take it out completely.

- The hidden leaf under the checkpoint is also a hazard. You have to keep in mind what might happen to the player if they hit their head unexpectedly, and there are dangers all around that spot.

- It kinda feels like the checkpoint should be on the lower path and the 3rd flower should be on the upper path above fewer donuts.

- The 4th flower can be reached with a normal jump. Put it higher so you need some air off the podoboo to get it.

- The fire spitter near the end of the underground needs to go for the same reason as the last one. You could stick it under the first rhombus of dirt and extend the side of the screen until it's not visible from the exit pipe.

- How are those SMB2 wooden spokes supposed to hold up to lava? I'd replace those tiles with something made of stone.

- Going under the coin block near the 5th flower is riskier than going above it. I'd put the flower down there to make it more worthwhile.

- Although this is W7, all the fireballs everywhere really made this hectic. I think you should take out some of the fodder from the bigger groups. Fewer podoboos would make it less harrowing.

It's a challenging level, to be sure. I like it, but it needs an aesthetic overhaul and slight nerfing to fit in.
Blobofgoo
Legs are a burden. Return to snek.
2751
author=halibabica
- The fire spitting piranha plant near the sky secret needs to go. They can crash the game if they're on-screen with pipe warps..

I'm not certain, but I believe this was patched out.
halibabica
RMN's Official Reviewmonger
16873
from Blobofgoo
from halibabica
- The fire spitting piranha plant near the sky secret needs to go. They can crash the game if they're on-screen with pipe warps..
I'm not certain, but I believe this was patched out.

If that's true, then wonderful. Still, I can't expect that everyone who downloads this game will have the current engine. It's a simple precaution.
from Event Page
5 Slip Drip Island water/ice Indigo
6 Sky High Island cliffs/clouds Blue

I'd like some clarification on this before I start working on my next stage. Are you saying that World 5 should use the blue flying Yoshi and World 6 the ice one? That's what I'm guessing based on the colors listed, but it makes more sense if they were reversed...
author=Jalex
from Event Page
5 Slip Drip Island water/ice Indigo
6 Sky High Island cliffs/clouds Blue
I'd like some clarification on this before I start working on my next stage. Are you saying that World 5 should use the blue flying Yoshi and World 6 the ice one? That's what I'm guessing based on the colors listed, but it makes more sense if they were reversed...

He meant it in reverse by the sound of recent posts; he seems to have mistaken indigo for a bright shade of blue. To clarify - it's a very dark blue with some shades having some purple mixed in, he probably meant Cyan - which is more similar to Ice Yoshi's colour
halibabica
RMN's Official Reviewmonger
16873
Yes, I doofed it up. Fly Yoshi in sky. Ice Yoshi in ice. I doof.
Solitayre
Circumstance penalty for being the bard.
18257
I fixed it.
Ratty524
The 524 is for 524 Stone Crabs
12986
@Boomboom Feedback: What, exactly, is wrong with having a level that has two separate paths? I mean, I mostly did it as somewhat of a shout-out to the miniboss towers in Kirby games, but I feel like it allows players some control over the difficulty of their experience, and even add incentive to replay it again.
Blobofgoo
Legs are a burden. Return to snek.
2751
It does suck that you can't use the checkpoint if you use the hard path. You could cut a part of the hard path and not have it split into two paths until the checkpoint.
halibabica
RMN's Official Reviewmonger
16873
from Ratty524
What, exactly, is wrong with having a level that has two separate paths?
Like Blobofgoo mentioned, you can't use the checkpoint if you take the alternate path. You also can't collect the flowers, and no, adding flowers to the hard path wouldn't solve that. Then, in the end, the only reward is single power-up; it's nice to have, but you know how easily these things are lost (ie not worth). And even if all that wasn't true, I still feel like neither path really shined. Like I said at the start, it seemed like there was one good level between both paths, and taking the best of both is my recommendation.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=halibabica
from Ratty524
What, exactly, is wrong with having a level that has two separate paths?
Like Blobofgoo mentioned, you can't use the checkpoint if you take the alternate path. You also can't collect the flowers, and no, adding flowers to the hard path wouldn't solve that. Then, in the end, the only reward is single power-up; it's nice to have, but you know how easily these things are lost (ie not worth). And even if all that wasn't true, I still feel like neither path really shined. Like I said at the start, it seemed like there was one good level between both paths, and taking the best of both is my recommendation.

Eh, you make a good point. The rewards don't really outweigh the monstrosity you have to go through, so I'll take you up on your suggestion.
halibabica
RMN's Official Reviewmonger
16873
Well, I at least played through the W8 stages today, but I won't be able to get feedback up until tomorrow. My family had some surprise plans for me that will keep me occupied for pretty much the whole day. With a little luck, I'll be all caught up on Monday and I can start double-checking the updates.
I just submitted my world 6 level, Target Practice.

TBH I don't care for the name, so if anyone has suggestions I'd love to hear them.
Can anyone give me some feedback on my level? If you wouldn't mind?
author=lonestarluigi
Can anyone give me some feedback on my level? If you wouldn't mind?


Hali just finished with the W8 entries, then he mentioned going back to check on worlds that were added after he passed through the list before.

Give him time, he will get to review all of them~
author=Illy
author=lonestarluigi
Can anyone give me some feedback on my level? If you wouldn't mind?
Hali just finished with the W8 entries, then he mentioned going back to check on worlds that were added after he passed through the list before.

Give him time, he will get to review all of them~


Oh! Never noticed he said that, I've been busy so I can't really keep up with this as much as I would like
halibabica
RMN's Official Reviewmonger
16873
lonestar, I posted feedback for you right here: https://rpgmaker.net/events/srw2/?post=753464#post753464
author=halibabica
lonestarluigi's Crazy Mine Madness!:I like the feel of this level. It certainly gives a 'deep inside the earth' vibe. Most of the troubles I noticed are graphical issues, but here's the rundown.

- I dunno how I feel about these 2x speed koopas. I want to say they should have a different gimmick, but can't say exactly what. Fireproof makes sense to me, but then there's no reason to have fire flowers, and that's how buzzy beetles are already. I do kinda think buzzy beetles would be more thematically appropriate...

- Your pipes leave some cutoff between them and the ground. They should either end at the ground with non-surface tiles connecting them, or the ground should have surface tiles along the pipe's edges.

- There's cutoff with the edges of lava, too. If you take a lava block and change its filename to a background tile, you can put the background behind the wall to close the holes.

- The invisible block near the 1st flower is too much of a hazard. If the player hits their head by surprise, they could fall in the lava pit or crash into the piranha plant. A Yoshi jump can get you up there anyway, so it isn't needed.

- Your donuts need to be generators for 2P compatibility.

- Shouldn't the 1-up above the leaf be invisible?

- I don't know what those resprited wood blocks are made of, but it doesn't seem like they should hold up to lava like that. I'd make them into normal terrain (just in that spot).

- The koopa that rushes you on the conveyor belt is a little cheap, but only because it's the first one you see like this. If it were the third instead of the first, it wouldn't be a big deal.

- The formation of the floor near the 4th flower causes a kicked koopa shell to come jumping back in your face. The terrain there needs a normal corner instead of a slope!

- If you're going to put spikes over a conveyor belt, at least put wood blocks beneath them so they aren't floating.

- It's pretty rude that you need to have kept Yoshi for the whole stage to get the 5th flower. It's really close to the location of the 4th flower anyway, so I'd consider making a bonus room to put it in or something.

- Since the jagged black background isn't required for level endings, you can do without it.

It's a pretty solid stage and feels appropriate for W4. It's just a little rough around the edges, and these edits should be easy to make. Good work!

Never noticed this before hand. Thank you very much! I shall get right on fixing this! Also on that 5th flower since the game has yoshi for every level I figured why not make him a little useful in some areas? But I get what you said there. I should have a fixed version of this level up by tomorrow!
Updated Tempest Valley based on the last bit of advice I got(change the placement of the exit from the warp, and because the person seemed pretty disappointed I butchered it, I replaced the life with a tanooki suit).
Honestly, my PC has been having alot of weird issues recently, some hard to explain, and they are keeping me from working on some levels because I can pretty much barely see anything on my screen as a result. Even now as I type, I can barely see what I'm typing and I'm just gonna hope to god I click "Submit" instead of the ad at the bottom of the screen.