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

Ratty524
The 524 is for 524 Stone Crabs
12986
author=Animebryan
The ice flower isn't central to the level itself, only the boss fight. Since Naval Piranha is just a resprited Mother Brain (which is fireproof), that means the only way to damage it is to either throw a projectile at it (like a block or enemy) or have Yoshi eat an enemy & spit veggies out at it. Taking out the Nipper Plants makes no sense for 2 reasons. 1 - The original Naval Piranha fight from SMW2 actually had Nippers spawn from spores during the fight, since you needed to eat them in order to produce eggs. 2 - Mother Brain is a defenseless boss. Without other enemies & hazards, its not really a 'fight', much less a challenging one.

> So I'd go with the other suggestion on not making the fight dependent on whether you can keep an ice flower or not.

> Yoshi's Island plays by completely different mechanics from SMBX. Mario can't store projectiles to throw at stuff, once he uses it it's gone and he has to find another one to pick up. I'm not suggesting for you to remove Nippers to remove any generating enemy outright, I'm suggesting that you replace nippers with something else on the account that, due to their mechanics, they don't add much to the fight other than to be a nuisance. I also get how they can be used as ammo for the ice flower, but then you are back at the problem of power-up dependency. That's why I recommend removing them altogether and maybe replacing them with an enemy you can pick up and throw somehow.

You already have fire piranhas shooting from the boss's vines, so I don't think there is any reason to worry that the challenge would be drastically affected.
halibabica
RMN's Official Reviewmonger
16948
I wouldn't dive into making changes to the boss right away, Bryan. From the look of things, it kinda needs an overhaul. I mean, there are ways we could make it work better with its current layout, but I think something more true to the original Naval Piranha would be much cooler. I could list out the issues with the current version, but Ratty covered them all pretty well.

So here's what I'm thinking: the Naval Piranha's weak spot is its little Adam's apple thing, and that's just above the surface of the water. Ice blocks slide along water, so we can replicate that aspect of the original fight. To do so, we need to make the body into Mother Brain instead of the head. The hit box will need tweaked (among other NPC flags), but I can help you with that.

If we do that, the head will need to be a different NPC; something that can't be killed by any means. I think we could actually change the properties of a donut block to make that work. Basically, the head would be indestructible and capable of hurting the player.

With those two NPCs in place, that would leave the boss' means of attack. Nippers are pretty much mandatory, but I wouldn't use SMBX's normal ones. We should dig up sprites of YI Nippers and replace Tweeter with them. The boss could shoot them forward from its mouth as a projectile generator. If I recall, the Naval Piranha's only other means of attack was to ram into you, and that can totally be done with layer movements. Mother Brain and the donut block can both be moved as layer objects, so it should work.

The big problem I foresee with all this is that it's very technical. I'd be more than happy to help you work through it all step by step 'cuz I think this boss would be absolutely worth it (and you'd probably learn a lot, too). I don't want to overstep my bounds with this bold suggestion, but I do want the bosses in this game to be something special. Let me know what you think of the idea and perhaps we can hammer out the details.
Seiromem
I would have more makerscore If I did things.
6375
Ditching my Abstract W9 lvl and just gonna make a nice chill DKC-Esque level cuz that didn't truly fit in any other world.

THEN I'll do my wind lvl I swar
Finally got my 2nd level up, W4 Barrel Volcano. I've got a video up showing me getting all 5 flower in 1 run as well:



Still waiting for feedback for the 2nd version of Fire and Brimstone.

More video feedback:




author=Ratty524
I took a look at the Naval Piranha vid myself.

At its core it looks super-tedious. The entire fight is dependent on having an ice flower on you at all times, and even then, it looks like you have to dodge nippers AND be able to angle your shots to hit the piranha and doing so only takes a small portion of its HP, and you simply rinse and repeat. The fact that you put the Ice flower generator all the way back to the level makes it look even more tedious.

How central is the ice flower to your level as a whole? If it isn't central at all, just ditch it. Forcing a power-up to beat a boss is kind of unfun in general because it doesn't leave the player with options on how they want to beat the level. Instead, you might want to consider generators of other throw-able objects like shells, overturned Goombobs, ice blocks, mushroom blocks, or any of the SMB2 enemies that can do the same job without forcing the player to change power-ups. This might mean ditching the nipper plants and maybe the other pirhana plant as tbh they don't really add much to the fight other than making the tedium even worse.

Second, I'd keep your boss within a single screen's length, because it's easier for players to focus on the boss itself, and it would prevent situations like blindly shooting ice blocks across the lake.

As for the graphics you can collect, the only way to alleviate that is to set it to another NPC or just set it to "friendly" so Mario won't collect it. If you choose the latter, the next step could be placing a wall of any "hurt" tile just outside the boundaries of the vines and set those graphics to be invisible, to create your wall around the boss while being able to hurt mario.

Lastly, your boss could just be a bit more interesting. Why not move it up and down through layer movement as oppose to keeping it static? It'll allow for a bit more variation while preserving your intent for landing accurate hits on the boss.

So yeah, it needs an overhaul but I think you can come up with a better solution.


The ice flower isn't central to the level itself, only the boss fight. Since Naval Piranha is just a resprited Mother Brain (which is fireproof), that means the only way to damage it is to either throw a projectile at it (like a block or enemy) or have Yoshi eat an enemy & spit veggies out at it. Taking out the Nipper Plants makes no sense for 2 reasons. 1 - The original Naval Piranha fight from SMW2 actually had Nippers spawn from spores during the fight, since you needed to eat them in order to produce eggs. 2 - Mother Brain is a defenseless boss. Without other enemies & hazards, its not really a 'fight', much less a challenging one.

I guess I could take out the giant piranha plants to reduce the tediousness. Perhaps for throw-able objects & could have veggies generate (since that's what Yoshi spits out & the world theme is plants). I take the 'single screen length' into consideration & probably reduce the number of generators too. And thanks for the help for the NPC interaction, that was a pain to deal with. Having Naval Piranha move up & down could be tricky, since the editor has been trolling me in regards to layer movement, but I'll give it a try, but the 'vine body' isn't that big though, it may not look right.
halibabica
RMN's Official Reviewmonger
16948
Regarding feedback of revisions, I'm planning on saving that for after the event has concluded. This project is more involved than others in the series, so I'm taking a different approach. Don't worry about things getting approved; that will depend on how well you can work with me later.
After a lot of deliberation, I've decided I'm going to correct Grumbly Goomba Causeway and settle for my three levels. I've just got a lot on my plate now with the new McBacon Jam, and I really don't want to let my team down this time!
Ratty524
The 524 is for 524 Stone Crabs
12986
Melted cheese is kind of gooey/sticky, though it's not like I've walked on it before. I do think you can pull off slippery as when whole cheese is nearly melted, it gets a bit of a "buttery" consistency to it.

I say go with Cheese Land. It matches the typical pace a mario game plays.
Updated my World 6 stage with a shortened name, 2P compatability, a single killable lakitu, ect.
I can't wait to see the feedback on the last version of "Tempest Valley"(is it ready to be accepted? Last person who looked over it didn't seem to have a problem) and this version of Bill "Bouncin' in Billowy Brumes". :3

Also, considered a sort of "the floor is lava" design with my cheese-based level. I don't seem to know where I can find a tileset that would work with my "sticky" idea. That's assuming it even works. This may seem like a dumb question, but is melted cheese even sticky? In my experience it's actually quite slippery, so eh. Also, I chose Cheese Land's theme last time, but this time was either considering the theme of one of the versions of "Sweet Mountain" from Sonic Colors(hey, a food-based level) or the Mario Kart 8 version of Cheese Land's theme. As a Sonic fan, I sort of leaned toward Sweet Mountain, but given this is Mario and Mario Kart 8's music was awesome, Cheese Land just seems to be a better choice. I don't know, what do you guys think?

Sweet Mountain:

Cheese Land:
author=halibabica
@pyrodoom: hm, maybe I didn't explain myself too well. I'd like you to move the 1st flower to the left of the start because that spot is suspicious. As for the 1-up, there's only one in the entire stage, so I didn't specify where it was located. I don't think it's hard to find; it's just not clued in any way, so a player would only find it at random. I was suggesting you place it where someone might check.


OH, now I get it.
OK, it may have just been my recent sleeping habits getting to me, I just thought you wanted me to move the first power-up to the left. I remember the first power-up being a Fire Flower.
Ratty524
The 524 is for 524 Stone Crabs
12986
I took a look at the Naval Piranha vid myself.

At its core it looks super-tedious. The entire fight is dependent on having an ice flower on you at all times, and even then, it looks like you have to dodge nippers AND be able to angle your shots to hit the piranha and doing so only takes a small portion of its HP, and you simply rinse and repeat. The fact that you put the Ice flower generator all the way back to the level makes it look even more tedious.

How central is the ice flower to your level as a whole? If it isn't central at all, just ditch it. Forcing a power-up to beat a boss is kind of unfun in general because it doesn't leave the player with options on how they want to beat the level. Instead, you might want to consider generators of other throw-able objects like shells, overturned Goombobs, ice blocks, mushroom blocks, or any of the SMB2 enemies that can do the same job without forcing the player to change power-ups. This might mean ditching the nipper plants and maybe the other pirhana plant as tbh they don't really add much to the fight other than making the tedium even worse.

Second, I'd keep your boss within a single screen's length, because it's easier for players to focus on the boss itself, and it would prevent situations like blindly shooting ice blocks across the lake.

As for the graphics you can collect, the only way to alleviate that is to set it to another NPC or just set it to "friendly" so Mario won't collect it. If you choose the latter, the next step could be placing a wall of any "hurt" tile just outside the boundaries of the vines and set those graphics to be invisible, to create your wall around the boss while being able to hurt mario.

Lastly, your boss could just be a bit more interesting. Why not move it up and down through layer movement as oppose to keeping it static? It'll allow for a bit more variation while preserving your intent for landing accurate hits on the boss.

So yeah, it needs an overhaul but I think you can come up with a better solution.
Fflo
Be careful ! I'm French
3650
I'm currently working on another level I'll submit when finished.
Name: Chilly Tunnel
World: 5
Theme: SMW iced cave
Soundtrack: Sonic Adventure (Icecap Zone, when in the cave)
halibabica
RMN's Official Reviewmonger
16948
@Animebryan: I finally watched your Naval Piranha video, and yeah...that mess needs some help. I'm at work right now, so I can't make a proper write-up, but I'll be sure to post some advice later this evening. I think it's salvageable, but serious changes will need to be made.
halibabica
RMN's Official Reviewmonger
16948
@pyrodoom: hm, maybe I didn't explain myself too well. I'd like you to move the 1st flower to the left of the start because that spot is suspicious. As for the 1-up, there's only one in the entire stage, so I didn't specify where it was located. I don't think it's hard to find; it's just not clued in any way, so a player would only find it at random. I was suggesting you place it where someone might check.
Ratty524
The 524 is for 524 Stone Crabs
12986
Updated Searing Skull Stepping (formerly Molten Mine Mire), Colonel Cryo's Cavalry, and Switch Swap Swamp per Hali's recommendations. I also changed the name of Giga Growth Gulf into Big Blooper Basin.
author=halibabica
Pyrodoom, when I said a flower to the left of the start, I meant the 1st of the five you collect! :P


I don't think you ever said that. Looked over your suggestions, and not once did you mention the "flower to the left of the start". I think you did mention a 1-up that I actually was confused about, and I don't remember putting a hidden 1-up near that area at all.
I do want to say, if it's that hard to find, would it be a better idea to make it a 3-up moon? If you DO find it, you are better rewarded for it? .3.
NeverSilent
Got any Dexreth amulets?
6299
Thanks, Frogge, I found them!
The bad news is that I can still zip through a 1 tile gap if I do it this way, although it does result in losing Yoshi and getting hurt. The good news is that I think I can just remove the spikes altogether and leave it a two tile high tunnel. Walking through it is going to result in the player dying quickly this way, and without the problem of wall-zipping.
The only problem now is whether using the jelectro graphics in an SMW level is acceptable, or if I need to find a SMW style version of them.

Edit: Hm. I don't know. It works, but I still don't really like how forced it comes across. I'll keep it this way for now if I don't find a better solution.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
They're in SMB3 Hurts or Underwater I think.
NeverSilent
Got any Dexreth amulets?
6299
Sorry I have to ask for help again, but I can't see anything resembling jelectros. Where would I normally find those, and do they even fit the SMW style? I don't really remember...
halibabica
RMN's Official Reviewmonger
16948
While the player can safely wall zip through a spike ceiling, they can't do the same with a spike floor. The floor damages them, causing them to shrink...unless they're riding Yoshi. But there's an easy fix, and you're lucky it's a watery level: Jelectros! Yoshi can't stand on jelectros, so a floor of those would make the passage nigh-unzippable.

As for the green switch, it's your call for how to manage that. Personally, I like it better as-is because a spill off the platform doesn't force you to backtrack, but it's up to you how to adjust it.

@pyrodoom: forgot to mention, I dunno what those springblobs actually are. They just look really blobby to me. Maybe springy mushrooms would be better...
NeverSilent
Got any Dexreth amulets?
6299
author=halibabica
NeverSilent's Carps Against Humanity:Y'know dude, you were really doubting yourself over nothing. I actually really like this! I remember you asking about projectile pipe fish a while back, and you made great use of that gimmick! Most of my criticisms are minor things, but here we go.

Thank you! I'm glad you think it turned out well. I'll try to improve the parts where you found issues.


author=halibabica
- As was mentioned, your 2nd flower puzzle is a potential deathtrap. It doesn't need a radical change, though. If you alter that tunnel so the ceiling and floor are spikes and it's one tile high, the player can only solve it safely by kicking something inside. I can show you what I mean if that's confusing.

I tried making the ceiling consist of spikes before, but the player could still zip through it if the tunnel was only one tile high (and wasn't that why single tile gaps were banned?) It seems you know a way around that, but I have to admit I don't quite understand what you mean. So yes, could you please show me an image of your solution?


author=halibabica
- While the blue flip blocks match the color scheme, that type of block could be picked up in SMW. Sorry, but you should stick to yellow ones.

Good point, I forgot about that. I'll just change it back.


author=halibabica
- Since the rail lift is basically optional, you should make it more worthwhile for the player to ride. I'd move the green switch somewhere they could only hit it from the pink platform, and maybe put some coins along the way or something.

I see what you mean. The problem I'm having now is that I never intended for this part to be optional. Even though I used it for a secret in the section just before, the possibility of jumping off the pipe fish to get onto the highest pipe never even occured to me. Now I'm a bit at a loss for what to do. Should I leave it the way it is, or adjust the height of the white pipe, or remove the fish generators right before it? Also, if I kept this part optional, I wouldn't really know how to reward the player for still doing it. Since I added the P-switch specifically so the player could use it to block some fish-shooting pipes, adding coins to the rail lift section could easily turn into an obstacle rather than a reward. And I really liked the idea of making the player carry over an enemy in Yoshi's mouth to shoot the green switch with an ice block. If I moved that switch elsewhere, I would have to get rid of that.


author=halibabica
You shouldn't give the player so many 1-ups just for beating the stage. I'd be fine if it were just enough fish for a single 1-up, or maybe have a fish in a bubble that only gets you the 1-up if it's on-screen when you finish. Just so it's not totally free!

Oops, that was not intended. I must have miscalculated the number of fish I put there. I like your idea with the fish in a bubble, though. I think I'll actually set it up to work exactly that way. Thanks!


By the way, based on Animebryan's comment, I took a look at those two green shells in the second section again, and it's totally possible to grab the second one with Yoshi's tongue as well. If the confusion was about why the second shell is there to begin with, I put it there simply to give the player a second chance to get the flower if they lost the shell during their first attempt.