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

Blobofgoo
Legs are a burden. Return to snek.
2751
If everyone makes 8 levels we're gonna have 144+ levels
halibabica
RMN's Official Reviewmonger
16873
That's assuming they all get approved, too. In the previous RMN World, only a couple folks actually made all 8.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18536
My third level is done. Sadly though, this one turned out pretty meh... If anyone has any feedback to give on it, please do. Especially on section 3 please >.<
Ratty524
The 524 is for 524 Stone Crabs
12986
author=halibabica
It has come to my attention that there are some newer, alternate versions of SMBX floating around in cyberspace out there. I don't know if any of our developers here intended on using them, but chances are things that work in those may not work in the version of the editor I'm using for this event.

Please make sure the version of SMBX you're using matches the one linked on the event page (v1.3). There's no reason to make this more complicated than it already will be. ;3

Or you could make the upgrade yourself as it's more likely that many of the people who are new/carrying over from the last event are probably using the "latest" version.

Keep in mind, it's mostly just a graphical/sound upgrade with some minor collision fixes on the side, and the process of upgrading is mostly just a matter of copy/paste.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Blobofgoo
Having completed BoomBoom bastille on both paths now... Its hard.

Some stuff off the top of my head. More powerups at the checkpoint. Respawning there only gives you a mushroom for the double boom boom fight.

The hard path really needs a checkpoint somehow. Its also about the same difficulty as the regular path in my opinion. Although the hardmode boss fights are deadly. I could only beat hardmode by moving the player spawn. However, both path's are still absurdly hard. I have trouble keeping track of 2 boom booms. The triple boom boom was just luck (getting them squished against the ceiling). Side note: apparently boom booms jumping into the ceiling out of crouch makes them glitch back and forth before they crouch again.

It would be very helpful to either give the player more yoshi's or slow down the boom booms using npc tags.

I can give more specific details if you have questions.

> How tough were you expecting it to be? It IS a World 7 level.

> I could have more powerups at the checkpoint but I'm not sure what else. The other power-ups are kind of useless/too generous and I don't want to give another fire flower because then it would make getting one of the flowers a menial challenge. Same with Yoshi, there are only 2 total in the level for a reason: part of the challenge I set up is how well you are able to keep that yoshi throughout the level, and you are rewarded for it in the form of a flower (which I think is worth it considering that these actually lead to getting a power star at the end of the level).

> How do you think the difficulty of the hard path blends in with the regular? I did intend it to be a slightly amped-up version of what was introduced in the regular path, with no checkpoints being part of the challenge (it's an optional path that leads to getting a bunch of coins/1ups/hammer suit and a yoshi, after all).
halibabica
RMN's Official Reviewmonger
16873
from Ratty524
Or you could make the upgrade yourself as it's more likely that many of the people who are new/carrying over from the last event are probably using the "latest" version.

Compatibility is my main concern here. Are there any conflict issues there might be between versions that you know of?

Also, your response to Blobofgoo there seems rather dismissive. I haven't played it yet, but you shouldn't hide behind the "it's end-game" defense unless you're really sure of yourself.
As a diehard Mario fan myself, I too felt like Boom Boom Bastille was a tad bit on the hard/long side. I totally get that it's supposed to be a late game level, but it very much would've felt like a final level in any actual commercial Mario game. While REALLY hardcore Mario fans will be able to beat it without too much trouble, remember that we probably should make sure the levels are tuned to not be excruciating for people who aren't diehard Mario fans who have mastered the art of conquering most levels.

I really LOVE the concept behind Boom Boom Bastille (very cool to have a castle devoted to tons of them), but I feel like it may be too challenging for the average player. If this project was being designed solely with Mario pros like some of us in mind then it would be totally cool, but I feel like it's sitting a bit above the threshold of what the difficulty should be for an average player in the seventh world of a Mario game. It's too bad that there wasn't a ninth world with a Bowser theme, because it would be pretty fitting then in terms of difficulty.

As for another level, I tried Mushroom Samba. No big complaints, other than it felt a tad bit long for a level in the first world. Other than that, it was a blast and 100% felt like a legit Mario level.
author=halibabica
from Ratty524
Or you could make the upgrade yourself as it's more likely that many of the people who are new/carrying over from the last event are probably using the "latest" version.
Compatibility is my main concern here. Are there any conflict issues there might be between versions that you know of?


Beyond possible graphic problems, no. SMBX 1.3.0.1 is merely a graphical and sound update including things like new slopes(that's pretty much the only thing I've noticed in my usage of it. I could pull up a list of the changes, but it'd feel rather redundant at this point since I feel saying it's a "graphical and sound update" is enough). All levels I've ever played that were made in SMBX 1.3 work perfectly for 1.3.0.1, but I'm not sure about the other direction.

If compatibility is your main concern here, I think Ratty's suggestion makes a lot of sense - if you download SMBX 1.3.0.1, any level made by the community, whether it be 1.3 or 1.3.0.1, will work perfectly. As opposed to making a few people, and take note just a few, but still, most likely re-download SMBX 1.3 - which means they'll have two versions of SMBX on their computer, and that they'll most likely have to redo any levels they made in the other version due to compatibility concerns.
I almost missed this since I don't visit RMN much any more. I'll give it a shot and try to play nice :3

Also Hali, we should play Smash 4 again xD I'd like to see how much I've improved.
halibabica
RMN's Official Reviewmonger
16873
from UPRC
If this project was being designed solely with Mario pros like some of us in mind then it would be totally cool, but I feel like it's sitting a bit above the threshold of what the difficulty should be for an average player in the seventh world of a Mario game.
In addition to this, we should try to keep levels from getting too hard anyway since the player will need to be able to beat them in one try to get the flowers/stars. Checkpoints don't track flowers collected, so we need to keep the difficulty reasonable.

from pyrodoom
Beyond possible graphic problems, no. SMBX 1.3.0.1 is merely a graphical and sound update including things like new slopes
Hmm...I wonder if we should put the updated engine on RMN in place of 1.3. I've been off the scene too long to know what's up, but if using the new version is the safer option, I guess that's what will need done.

@Link: This will likely have my hands tied for a while, but I'm sure I'll have free time again someday. Miracle's a more talented Smasher than me anyway.
Frogge's levels are perfection. That is all.

His mp3s don't work when I test the levels though, so I had to download the same tracks off of YouTube via Clip Converter. Anyone else have this problem?
Seiromem
I would have more makerscore If I did things.
6375
In regards to Boom Boom Bastille, I beat it in one go if that means anything.

If anything some parts of the level are simply tedious and slightly repetitive, mostly the thwomp part. Otherwise the boom boom fights were pretty tough. If I didn't have the yoshi it would be a different story.
Kloe
I lost my arms in a tragic chibi accident
2236
4 days working on a level... 1st section done...


Welp, gotta keep going! :D
halibabica
RMN's Official Reviewmonger
16873
from Seiromem
In regards to Boom Boom Bastille, I beat it in one go if that means anything.

Given the types of levels you make and how long you've been at this, I'd say it's not a good metric.
Seiromem
I would have more makerscore If I did things.
6375
"compliment" successfully fished for

also I thought the red yoshi was for the 4th world, not purple oops
halibabica
RMN's Official Reviewmonger
16873
They are both sorta fire-themed. I wonder if purple would fit better on Bowser's island...
Ratty524
The 524 is for 524 Stone Crabs
12986
I apologize if I'm coming off as dismissive, here, I just trying to fish for a bit more of a concrete explanation to why it's too hard and what specific areas need tuning.

I'm certainly the worst judge in regards to the difficulty of my level, not only in that I know the layout, but I'm at a skill level where I can time the seconds Boom Boom gets out of his crouched position and hit it before it even moves. Especially with Yoshi, where you can stand in one spot just jumping on him since you wont take damage from Boom's spikes with yoshi, I find every fight section a cakewalk in the normal route.

When I think about it, not including an additional power-up in the checkpoint area because "it'll make getting a flower easier" is stupid when the entire level prevents back-tracking and you'll be short on flowers unless you restart the level from square 1 anyway, so I might do that.

I'm tempted to axe the duo-Boom Boom fight and save it for the alternate route. Compared to anything designed for the level it's just kind of there.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18536
FEEBACKZ

Fungal Forest
-Yoshis sitting outside is weird. Maybe you could put them in question blocks?
-Two dragon coins in a row is too easy
-The tree tiles at the third dragon coin are super weird as you go over them and background and foreground gets all messed up.
-The super thin mushroom platforms look weird and messy.
-Could use some more coins
Overall a pretty easy but nice level with some graphical problems.


Autumn Hills
-Clash of SMB3 and SMW graphics
There is not really much I can think of with this level. I think it nailed the SMW style if not for the SMB3 tiles.


Mushroom Samba
-SMB3, SMW and SMB1 clash.
-The moving mushrooms are a little unfair since they disappear into the void. At first I thought I doomed myself by not making it in time so I tried to rush across not knowing the mushrooms would come back up again.
I don't know what to say about this level, really. I've never been a fan of mushroom platforming levels, and the clash in this one was... really bad.


Hillside Streams
-Getting a 1-up for trying to get a dragon coin is weird.
-The sliding part was really unfair. I slided down just to kill the goombas and barely managed to time the jump. No warning given what-so-ever either.
-The mushroom right after the slide is pretty hard to get.
-Yoshi is only at the very end of the level.
I think this level was pretty decent, if not for the things I mentioned above. BGOs and tiles were used well and there wasn't much clash unlike most other levels.


Nightime Oasis
-Bonus probably shouldn't be right at the beginning of the game.
-The hammer bros are really overpowered.
-Style clash.
I don't know what I think of this one. I think it was super frustrating because of poor enemy placement, but had some potential to be better.


Piranha Plant Pod
-CLASH OF STYLES
-Weird tile usage
-Wrong exit is used? The rules specified that exits had to be SMB3 roulette exits...
I personally didn't like this level very much. Tile usage was super weird. Underwater levels are usually quite annoying and making them even harder by adding obstacles everywhere was not a very good idea. It was pretty cramped too with little to no breathing room.


Sherbet Summit
- CL AS HHH
-The idea of riding platforms is nice but executed a little poorly.
-It is possible to glitch through the ice right at the end of the first ride.
-Useless pipe?
-Lots of unfair and frustrating bits. Jumps were super annoying since the tiles were slippery too and they were really tight. Enemies were also placed not so well as they mostly made things really cramped and frustrating.


I'll get to Boom Boom Castle and Crazy Mine or whatever later >.<
NeverSilent
Got any Dexreth amulets?
6280
Wow, you people are fast. I haven't even started yet.
author=Frogge
FEEBACKZ
Piranha Plant Pond
-Wrong exit is used? The rules specified that exits had to be SMB3 roulette exits..

You must've downloaded that as soon as I uploaded it! I fixed that last night.