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

Tempest v3 by Pyrodoom

- Maybe move that dragon coin up again? Just saying that because you can see it from the nearby dragon coin's location, kinda ruins the fun of finding it via the blue coin trail, but that's just a nitpick, this level is great

Crazy Mine Madness v2 by Lone Star Luigi

- I see that the koopas in this level are sped up, maybe do the same for the goombas?
- There's a ? Block on the map with a leaf above it with a ? Block with a 1up visible just above, I would imagine that it isn't supposed to be visible
- There's still some empty space between the pipes and the blocks in some areas
- This is a very good level - keep it up

Hillside Streams by El Waka

- Just one thing, I still miss that fucking platform after sliding down that ramp

Forgotton Dunes by Spanish Fozzie El Waka

- I missed with that motherfucking ramp slide again
- That last donut lift thing at the end dropped me right into a goomba, they're a bit pointless there tbh
Seeing that world 8 is factories/pipes inspired me. I'm currently making a new level made entirely out of pipes! And I do have a little reference to those who played the first rmn world game in this one.
halibabica
RMN's Official Reviewmonger
16948
Hm, looks like world 8 is the only one without any submissions so far. Some may disagree with this recommendation, but the Super Metroid tile set is good for making technological stages. How much or little you want to blend them into other environments is up to the designer.
Solitayre
Circumstance penalty for being the bard.
18257
I'm working on a world 8 level to try to set the tone.

I...I may have gone a little too far.
author=jackalotrun
Hillside Streamsby El Waka

- Just one thing, I still miss that fucking platform after sliding down that ramp

Forgotton Dunes by Spanish Fozzie El Waka

- I missed with that motherfucking ramp slide again
- That last donut lift thing at the end dropped me right into a goomba, they're a bit pointless there tbh


Hm... I have no idea on what are you doing wrong, I've tested it crouching from the highest point and just letting the gravity do it's work, sometimes you can get a bit farther with small Mario but it's nothing that moving in mid air can't fix...

Anyway, Thanks for playing!
Isrieri
"My father told me this would happen."
6155
author=Solitayre
I'm working on a world 8 level to try to set the tone.

I...I may have gone a little too far.


Now I'll have to make something to outdo you.
author=El_WaKa
author=jackalotrun
Hillside Streamsby El Waka

- Just one thing, I still miss that fucking platform after sliding down that ramp

Forgotton Dunes by Spanish Fozzie El Waka

- I missed with that motherfucking ramp slide again
- That last donut lift thing at the end dropped me right into a goomba, they're a bit pointless there tbh
Hm... I have no idea on what are you doing wrong, I've tested it crouching from the highest point and just letting the gravity do it's work, sometimes you can get a bit farther with small Mario but it's nothing that moving in mid air can't fix...

Anyway, Thanks for playing!
I run into said slopes, so I will have extra momentum
I've finally begun work on my own level, after thinking up a unique gimmick (that may or may not work) for world 3
halibabica
RMN's Official Reviewmonger
16948
Speaking of slopes, do note that it's impossible to slide while riding Yoshi. Thus you should ensure your slopes can be traversed both ways. That also means no auto-butt-slide levels.
author=halibabica
Speaking of slopes, do note that it's impossible to slide while riding Yoshi. Thus you should ensure your slopes can be traversed both ways. That also means no auto-butt-slide levels.

It doesn't matter if yoshi is there or not...
Auto butt-slide levels should just be a no-no no matter what
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Thank you for the feedback ratty!

author=Ratty
I personally recommend the following default music as suitable replacements

Honestly I'd rather try to get them to actually work than use default music. The reason I didn't use default music in the first place is because I wanted to use those songs in particular for the levels. In fact, I made colorful playground solely because I wanted to use Windmill Hills.

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

Oh thanks! I'll fix those right away.

author=Ratty
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.

Hmmm yeah. You are kinda right. I did mistake them for fireballs multiple times too, so I'll definetly remove or move some of them.

author=Ratty
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.

There's people crazy enough to actually try this? Either way, thanks for pointing it out. I'll fix it >.<

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

Yeah, can't say I like it that much myself. But I don't know what I could really replace it with. I don't want the flowers to be TOO easy to get.

author=Ratty
Frozen Vulcans

Thanks for all the feedback with this one. Yeah, this level turned out really bad. I knew I shouldn't have uploaded it in the first place >.< I'll take this level down and make something else from scratch.
Solitayre
Circumstance penalty for being the bard.
18257
Grand Pyramid has a great concept with the raising and lowering of huge piles of sand to progress but the actual execution of the level just results in a big in-navigable maze. Great idea, but needs to cook more.

Tempest Valley is very beautiful and atmospheric but I found its gimmick impenetrable. I wasn't even sure how to solve it. The idea of forming bridges to progress is interesting but there's a better way to go about it, and the lakitus need to go. Changing the 'lines' the tracks follow to white would help a lot. NOTE: I haven't played the latest version.

Sherbet Summit is an idea that doesn't work. Using moving platforms on tracks or making an autoscroller level would fill this niche better, and an ice level with this kind of precision platforming is just cruel.

Blobofgoo
Legs are a burden. Return to snek.
2751
You guys give me the most vague feedback on my levels. I need some direction.

Edit: For Grand Pyramid I was going to put a map of the entire level in the RMN Altar Room. Do you think that would help with the maze bit?
I've got plans for four levels, maybe a fifth if I have the time. Crossing with the world themes of this game, the themes I'm going off of are Sonic(as usual, but mostly fangame Sonic, like Sonic Robo Blast 2).
I've got my grassland level based off the song in Sonic Robo Blast 2: Mystic Realm, and I'm planning Deep Sea for World 5 and Aerial Garden for World 6. Then it's up to whatever levels I make after that, though I did look over RMN World 1's event page while waiting for notifications last night, and remembered I was gonna make a Crisis City stage but sort of... stopped. Maybe I could try again? Techno Hill may be my World 8 stage.
I have an idea for World 2, but I don't really care for deserts. I loved making Oil Oasis(and I'm glad alot of people seemed to like it), and Desert Palace was OK, but... deserts just suck. They are worst than water levels, in my opinion.

author=jackalotrun
Tempest v3by Pyrodoom
- Maybe move that dragon coin up again? Just saying that because you can see it from the nearby dragon coin's location, kinda ruins the fun of finding it via the blue coin trail, but that's just a nitpick, this level is great

Thanks, nice to here that, Jack! I think I moved it down because I'd rather not have a player land on a block and have to wait 5 seconds for it to turn into a flower, but I may change that. If it "kinda ruins the fun of finding it via the blue coin trail", that doesn't sound too good.

Edit: I just noticed Solitayre's review.
author=Solitayre
Tempest Valley is very beautiful and atmospheric but I found its gimmick impenetrable. I wasn't even sure how to solve it. The idea of forming bridges to progress is interesting but there's a better way to go about it, and the lakitus need to go. Changing the 'lines' the tracks follow to white would help a lot. NOTE: I haven't played the latest version.

It'd probably do good to play the latest version then. One of the first changes I made was taking out the lakitus. Something tells me the final game is going to have a change to the lines for all levels(keeping with that "consistency" I imagine, which is a good idea).
I am wondering what you problem was with the gimmick, though. "I wasn't even sure how to solve it." The first time it's introduced, it's just there to introduce the concept, and give you a Yoshi. If you get to the next one before it despawns, you can ignore the second section entirely, most likely. It's also used with an incredibly hidden secret, one that no one seems to have found yet(maybe too well hidden?). The third one is the exact same, just that you need to use it to go up the mountain. Whenever it's needed, a P-Switch is there to use.
If the issue is that I'm using a P-Switch, well... I did try everything else, and personally I don't like the color-switches that much(heck, I only just thought of that now). I did try other ways before finally deciding on the P-Switch, because it was already set up with two events connected to it starting and stopping, so unless someone has a suggestion of what I switch the P-Switch(lol) out with, I don't think that can be changed.
I'm glad alot of people are liking the atmosphere I put into the level, though at some points I feel it's a little lacking.
halibabica
RMN's Official Reviewmonger
16948
I notice Ratty mentioned screen sides there. You guys won't need to worry over that so much since it's something I double-check in post anyway. Things that aren't meant to be passed won't be, rest assured!

But if you do want to do it yourself, just remember this: to make an impassable wall above or below a stage, you only need to make it two tiles high off-screen.
I came across some graphics that change Link into Yoshi (from SMW2) & power-ups like watermelons that give him fire, ice & watermelon seeds (replaces zap). Would this be ok to use in a level?

Edit: Btw, is this game going to use a world map or are you sticking to the HUD layout?
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Link isn't allowed though, is he?
Kloe
I lost my arms in a tragic chibi accident
2236
author=Frogge
Link isn't allowed though, is he?
No... even though he's so awesome, Mario and Luigi only apparently.

And also because Link can't ride Yoshi!
Seiromem
I would have more makerscore If I did things.
6375
author=Ratty
+ This is a level I'd expect from World 7, nice and challenging! It felt a bit fair compared to your past levels, so you are definitely getting better at this!

For the 7th- oh.
yes of course that's exactly where I meant to put it
let me just fix them yoshis and we'll be good. Also the lava pillar suggestions.
*sigh*

author=Isrieri
author=Solitayre
I'm working on a world 8 level to try to set the tone.

I...I may have gone a little too far.
Now I'll have to make something to outdo you.

Please, did you even read the descriptor of world 8?
That shit's MY element!
Ratty524
The 524 is for 524 Stone Crabs
12986
I'm pretty much planning on making a level for each world, but a few of them are a bit ambitious atm which is why I haven't gotten to them.
Turns out I don't have everything I need for Deep Sea, so I may just make Aerial Garden.
Really, I was struggling on finding a good background for the level, and was eventually planning on asking whoever made Water Temple is I could use the graphics(though, unless they made the graphics, I'm not sure if it's them I'd need to ask). I could probably incorporate what I was going to do for Deep Sea into Aerial Garden. Using an SMB3 tileset based on Super Mario 3D Land's sky stages for it.

btw, world 6 sky stage? MY BLOODLUST SHALL NOT BE SATIATED. ALL THE LAKITUS. ALL THE FREAKING LAKITUS!!!