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

Rockin Roll Ridge by Ratty524

- I have to admit, the name gave me the idea that I would be coming in to some heavier beats... I was, very surprised by your music choice, not that it's bad, it... kinda works.
- Level takes a simple gimmick and makes it work very well
- Level is aesthetically pleasing
halibabica
RMN's Official Reviewmonger
16873
from Illy
About the boss stages - do they want us to INCLUDE a boss at the end, or just finish with the boss door?

Include the boss fight, but don't put in an exit for when it's defeated. It's easier to manage in post that way.
Blobofgoo
Legs are a burden. Return to snek.
2751
author=Punkitt
Alright, would anyone happen to have those fruit blocks that Yoshi can eat that I see in nearly every SMBX level but I somehow don't have? It'd be very useful!


I saw them in the pack yesterday. They replace sm64 bullies.
author=jackalotrun
Tempest v? by Pyrodoom

- Haha, never thought about it but because a P-Switch activates the coins over that dragon coin pit, they become brick blocks
- There's an invisible block on that last segment on an island that Kaizo'd me into a Paratroopa


- Haha, never thought about it but because a P-Switch activates the coins over that dragon coin pit, they become brick blocks
Dang, I forgot about that. Could have sworn that when testing, the Yoshi Coin stayed normal... then again, when testing, I guess the P-Switch ended before I got to the coin. I didn't want to scream at people "HEY, LOOK, DRAGON COIN!!!!" or "HEY, LOOK, SECRET!!!!" because I got a pipe right there as well - that'd be the easiest Yoshi Coin in the game otherwise, and it'd make the pipe useless.
The only option is to make it so the coins are always there to be seen... or I could move the dragon coin to a position where it could be seen.
If a person just runs through the level, they may not see the Flower as they may not care, but let's say they go down to that low area near the end, in the water.
They get that Flower, and they can see the other one next to the pipe there. That make sense? Does that sound like a good idea?

- There's an invisible block on that last segment on an island that Kaizo'd me into a Paratroopa
Either I take out the invisible block or I take out the Paratroopa. I'd say potentially both to REALLY make sure of it, and to make sure that Flower there isn't too easy to find.
Is this alright?
Blobofgoo
Legs are a burden. Return to snek.
2751
@pyro
Use blue coins. They are immune to p-switch transformations.
UPDATE 2! :D
I moved the koopa to the right a bit, and clipped its wings so it can't jump anymore(may have also hit it in the knee caps to make sure), so that it can't get in the way of the invisible block and vice versa. Also switched out the normal coins with blue coins, but I also lowered the Flower a bit for the sake of the player as Yoshi coins do turn into blocks when a P-Switch is active, so if the P-Switch is for some reason active by the time the player falls down past the pipe, they will at least land on the block after the long fall and quickly pick up the Flower shortly after the P-Switch timer ends(I did consider surrounding it in normal coins that would become blocks as to prevent destroying the Flower-block by accident... somehow... but I found it redundant).
Fixed my level! feedback is still needed!
Blobofgoo
Legs are a burden. Return to snek.
2751
Can someone whip up some giant snifits for me? Preferabbly the gray version.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Blobofgoo
Can someone whip up some giant snifits for me? Preferabbly the gray version.

What style do you need them in?
Blobofgoo
Legs are a burden. Return to snek.
2751
SMB2

Thanks Ratty!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Blobofgoo
SMB2

Thanks Ratty!

https://rpgmaker.net/media/content/users/4622/locker/CustomGiantSnifit_Ratty.zip

I decided to make a pack with all of the colors instead. They're mostly Super Mario Advance edits of the big shy guys.

Enjoy!
Blobofgoo
Legs are a burden. Return to snek.
2751
These are great. Thanks again!
I feel like I'm late to the party. I just got done recording my Let's Play of Super RMN World (may take a while to upload due to lack of internet access), and I mentioned at the end that you guys were planning on this sometime in the future, wasn't expecting to see this started already. I'll download the folder & graphics to see if I can get some levels worked out.

I definitely want to do a Let's Play of this as soon as it's finished (even if it means taking a break from the Super Talking Time Bros. Let's Play that I've already started to record).
Uploaded Forgotten Dunes and minor update to Hillside Streams!

Even though I hate don't like desert levels, I tried to make a nice and challenging level, this one is a lot harder and I feel that there are some areas where it could be improved (I feel that some parts are harder than others)... but anyway, I want to see what do you guys think...

Any feedback is appreciated, thanks!
Ratty524
The 524 is for 524 Stone Crabs
12986
Blobofgoo
Fungal Forest
- For a World 1 level I feel like there are way too many Volcano Lotuses. Delete some.

- Not sure on the kicking koopa in that regard, either. There are certain enemies that are menacing in of themselves. As a result, they're probably better off in later worlds, but that's just my thought.

+ It's an okay level. That is, it's not really bad but I feel like there's something missing with it and I don't know what.

The Grand Pyramid
- I'm not sure on this one. The bulk of the level is a giant maze with very little direction, and oftentimes you find yourself getting lost.

- You might consider using the blue '?' switch block rather than On/Off blocks because you can make them appear more temporary.

- I would've like to see Yellow Yoshi utilized a bit more, here.


Lonestarluigi
Crazy Mine Madness
- Any particular reason why you have your folder set up the way it is? I and Hali would probably prefer you just submit the level and its accompanying folder like everyone else here.

- The jumps at the bill blaster section is a bit too tight. Jumping up on single-tile platforms is cumbersome within itself, but you place them directly on top of one another. I recommend expanding those platforms a little.

- The invisible blocks that lead to the 1up could be handled a bit better. Maybe move the 1up away from the donut bridge so that you can construct something that's more out-of-the-way.

- NEVER put lava tiles on the same plane as walkable tiles. SMBX's collision detection for hurts is glitchy, and you can die instantly just by standing even remotely close to the edge of the walkable tile. Your koopa troopa doesn't even survive it, lower the lava down a tile.

- Your exit uses the wrong graphic. Use the one that's specified in the folder as Hali instructed.


Illy
Tall Tops Forest
- Something about it feels a bit empty, despite the design choices being relatively sound.

- The sign with the ?-mark doesn't tell you anything? Even if you are using that to hint the 1up, players typically expect those signs to say something when you read them.

- I think I remember there being actual branch graphics that fit with this type of level better than what you have. I might do the search for you if you like.

+ Still, it's not too bad for a first attempt.

Grumbly Goomba Causeway
+ I like the music here!

- You might want to raise your ground a tile higher at the beginning so that the waterfall in the background looks a bit more seamless.

- Not sure on the Lakitu here, especially since the level seems designed for you to collide with him.

+ Despite those points, I actually had fun with this one!


Frogge
GLOBAL
- Your music never worked for all of your levels. I tried diagnosing the issue myself but I can't seem to find anything wrong other than maybe the MP3 files themselves. Keeping mind what Solitayre mentioned about filesize earlier, however, I personally recommend the following default music as suitable replacements:

Pirhana Plant Valley = Yoshi's Village
Colorful Playground = NSMB overworld theme
Frozen Vulcans = maybe SMW Cave theme

- Your horizontal pipe path points need to be lowered to the ground level, because right now the way Mario enters them looks like he's clipping towards the top of the pipes.


Piranha Plant Valley
+ I love the whimsy with your Piranha plants, here!

- There is a red koopa near the end that generates from a pipe in the wrong direction.

Colorful Playground
- While a nice touch, the butterflies are so numerous to the point of being distracting. Around major areas where heavier platforming is required, I'd delete some of them.

- Mind your screen sides! You don't cover your pits all the way through, making it possible for the player to fly under the level if they have the right powerups.

- Lose the vanishing/reappearing platform section. It's difficult to anticipate and it hardly fits with anything in your level.

Frozen Vulcans
- Your first Yoshi and powerups require too high a jump for the reward you are getting. My personal rule for blocks is to have them no higher than 3 tiles above the ground if I want the player to be able to reach them.

- The ice crusher section is just bad. It's not only short and never really expanded upon ever again, the way the thing moves is slow and... goofy? Why does it need to shake like that? I can almost never clear that section without getting hit as the shaking foils your water controls and you have Volcano Lotuses posing a threat.

- The final section with the race against the lava has solid, falling platforms, and you also have a springboard that you need to clear that section. The problem here is that moving layers + springboards tends to create glitchy scenarios and may potentially make your level unbeatable/create bullshit deaths due to the spring shifting position.

- Overall, this ain't one of the strongest levels I've seen from you. I'd ty to make it a little bit more focused: picking a gimmick/design concept and expanding on that single concept. All you really have here is "lava and ice" and the rest a jumble of ideas that don't work that well together.
halibabica
RMN's Official Reviewmonger
16873
May I just say it does my heart good to see you guys testing and leaving feedback for each other's stages. I should be able to start leaving my own feedback after work tomorrow.

Lonestarluigi
Crazy Mine Madness
- Any particular reason why you have your folder set up the way it is? I and Hali would probably prefer you just submit the level and its accompanying folder like everyone else here.

- The jumps at the bill blaster section is a bit too tight. Jumping up on single-tile platforms is cumbersome within itself, but you place them directly on top of one another. I recommend expanding those platforms a little.

- The invisible blocks that lead to the 1up could be handled a bit better. Maybe move the 1up away from the donut bridge so that you can construct something that's more out-of-the-way.

- NEVER put lava tiles on the same plane as walkable tiles. SMBX's collision detection for hurts is glitchy, and you can die instantly just by standing even remotely close to the edge of the walkable tile. Your koopa troopa doesn't even survive it, lower the lava down a tile.

- Your exit uses the wrong graphic. Use the one that's specified in the folder as Hali instructed.




What is the exit graphic? It says on the guidelines that the exit is the smb3 roulette.

"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"

And I'm going to fix the folder thing, I was in a hurry, so I can get feedback on the level itself.

And thank you! I will get right on fixing it!
Isrieri
"My father told me this would happen."
6155
author=halibabica
May I just say it does my heart good to see you guys testing and leaving feedback for each other's stages.


Jumping in to say that I'm also pleasantly surprised by this. Keep it up! Ya doin' good!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=lonestarluigi
Lonestarluigi
Crazy Mine Madness
- Any particular reason why you have your folder set up the way it is? I and Hali would probably prefer you just submit the level and its accompanying folder like everyone else here.

- The jumps at the bill blaster section is a bit too tight. Jumping up on single-tile platforms is cumbersome within itself, but you place them directly on top of one another. I recommend expanding those platforms a little.

- The invisible blocks that lead to the 1up could be handled a bit better. Maybe move the 1up away from the donut bridge so that you can construct something that's more out-of-the-way.

- NEVER put lava tiles on the same plane as walkable tiles. SMBX's collision detection for hurts is glitchy, and you can die instantly just by standing even remotely close to the edge of the walkable tile. Your koopa troopa doesn't even survive it, lower the lava down a tile.

- Your exit uses the wrong graphic. Use the one that's specified in the folder as Hali instructed.




What is the exit graphic? It says on the guidelines that the exit is the smb3 roulette.

"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"

And I'm going to fix the folder thing, I was in a hurry, so I can get feedback on the level itself.

And thank you! I will get right on fixing it!

It's the version that is used in the Super RMN World 2 folder that Hali linked in the OP. It should look like a ring with flowers, as oppose to the regular SMB3 roulette.
author=Ratty524
author=lonestarluigi
Lonestarluigi
Crazy Mine Madness
- Any particular reason why you have your folder set up the way it is? I and Hali would probably prefer you just submit the level and its accompanying folder like everyone else here.

- The jumps at the bill blaster section is a bit too tight. Jumping up on single-tile platforms is cumbersome within itself, but you place them directly on top of one another. I recommend expanding those platforms a little.

- The invisible blocks that lead to the 1up could be handled a bit better. Maybe move the 1up away from the donut bridge so that you can construct something that's more out-of-the-way.

- NEVER put lava tiles on the same plane as walkable tiles. SMBX's collision detection for hurts is glitchy, and you can die instantly just by standing even remotely close to the edge of the walkable tile. Your koopa troopa doesn't even survive it, lower the lava down a tile.

- Your exit uses the wrong graphic. Use the one that's specified in the folder as Hali instructed.




What is the exit graphic? It says on the guidelines that the exit is the smb3 roulette.

"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"

And I'm going to fix the folder thing, I was in a hurry, so I can get feedback on the level itself.

And thank you! I will get right on fixing it!
It's the version that is used in the Super RMN World 2 folder that Hali linked in the OP. It should look like a ring with flowers, as oppose to the regular SMB3 roulette.


Oh I see now lol! I was wondering why he was wanting the smb 3 roulette and not the flower roulette from yoshi's island. I must have looked over that. Thanks!


Speaking of that I just fixed all the problems you stated. Still need more feedback. Keep it coming, I'm sorry I haven't really been giving every one else feedback. I have been really busy, and have only enough time to maybe make a level or possibly two. I also noticed, how come when ever these events are going on is when I'm the most busy? During RMN world I remember having this same problem. Oh well time to start time managing!