Ends 12/22/2010 12:00 AM

Super RMN Bros. 2 is a community event where everybody makes 2D Mario platformer levels which then all get put into one game: Super RMN Bros. 2! The tool used for this is Super Mario Bros. X v1.3, a PC Engine made to emulate the Mario games made on the NES and SNES. This event is a followup of the previous Super RMN Bros. event, which was a great success (submission-wise, at least)! Whip out those old Mario level drawing you made when you were eight! Live the dream of making your own Mario game! Show once again that RMNers can do more than just make RPGS!

What You Need to Participate

Super Mario Bros. X v1.3, available at the DONWLOAD NOW! link. This is the latest version of SMBX with new features like Ice Flowers and different playable characters. Make sure you download the correct version, the file size should be ~37.6MB. It has everything you need to get started from the player, the editor, and a sample world.

You can also download the SMBX Graphics Pack by Red Yoshi at the bottom of the page. It has a ton of Mario Brothers graphics that you can use in your level with a simple copy+paste!

Just What is Super Mario Brothers X?

Super Mario Bros X is a freeware game engine by Redigit geared towards having the gameplay features and physics of Mario 3 and Super Mario World while adding a ton of cool features and not having to deal with the restrictions of the old (S)NES hardware. Since we first had RMN Bros using 1.2 Beta 4 SMBX has move onto version 1.3 adding new content such as some of the Koopalings, new features such as being able to customize NPCs, and general fixes such as reducing lag in the engine. If you really want to see what SMBX can do, check out these videos showcasing SMBX's capabilities!

Games are distributed as a world with levels package they can add to Super Mario Bros X and play from the main game. So far there's no way to make a self contained game so all players will need to download SMBX in order to even play the game. The game does come with a large set of graphics and sounds like the RPG Maker RTPs so everybody at least has a large number of platformer resources to work with (and it'll keep the download of the actual game itself small).

You can view the RMN engine page for SMBX here.

HELP!

The editor can be tricky to use, especially for beginners. You can ask questions on our SMBX Help thread on our forums! If you have any questions go there for some tips or helpful links.

We also have a tutorials section on RMN for SMBX. As of now it's pretty empty but hopefully members will submit more over time.

There's also the official SMBX forums filled with much more knowledgable people than here.

Submission Rules

  • Levels must be compatible with the official release of SMBX 1.3 . aka Use SMBX 1.3 .
  • All submissions must be compressed. Downloading *.lvl files is twice the headache than a *.zip or *.rar file. I'm not even going to bother with anything that isn't compressed.
  • Each individual submission can't exceed 1MB compressed. You can fill it up with all the custom music or graphics you want but a submission can't exceed this size.
  • There is no limit to the number of levels you can submit.
  • Rate the difficulty of the level on a scale of 1 to 5, with 1 being easy and 5 being hard.

Level Rules

  • The end of level marker is always a star. Each level can only have one star in it. Stars give a progress indicator throughout the game and for individual levels and since all levels will be available at the start of the game Stars are the best way for players to know what levels they've already done.
  • The player who got the star can't die after getting the star.
  • Water and waterfalls are swimmable as per Mario Bros 3. (No Mario 2 and it's waterfalls don't count). If you want lethal liquids stick with red lava. This is for clarity for players. Blue = Swimmable, Red = Danger!
  • You can't finish a level with a Yoshi. This is to prevent players from bringing Yoshis from one level to another and they drastically redefine what a player can do. You can force this by having a pipe/door/warp of some sort that doesn't allow Yoshis prior to any exit.
  • The player can't enter a no-win situation. At any point where the player is safe they must be able to complete the level.
  • Multiple characters are allowed. (SMBX v1.3 allows the player to play as Mario, Luigi, Toad, Peach or Link.)
  • Collectathons are not allowed. SMBX has no way of tracking what items you've collected and Mario takes too much damage to allow such a level.

Level Quality

  • Levels that don't meet a minimum level of quality will be rejected.
  • Levels must be complete and stars must be possible to acquire.
  • If you are creating an autoscrolling level please check the Autoscrolling Tutorial for a guide of how to do it. Using scrolling layers leads to physics and collision issues and levels with these issues will be rejected.
  • If a level plays like something you'd expect from a Kaizo-style romhack it will be rejected. Go start your own project if you want yet another impossible Mario game. We're shooting for fun platforming action Mario style that doesn't require precognition, time manipulation, or godlike reaction to beat.
  • Levels can't cause SMBX to reach a volatile or glitchy state nor can they cause level/section wide slowdown in SMBX.
  • Participants who submitted rejected levels will be notified of such, the cause of rejection, and a period to correct issues.

Compilation

  • All levels will be available at the start of the game. There is no requirement to complete one level to unlock others.
  • Yes it will be a world map. (No hub world!)
  • Eight worlds, one Mario! (or Luigi, or Toad, or Peach, or Link!)

Registration

You must be logged in to sign up for Super RMN Bros. 2.

Posts

Less than 24 hours later and there's a rule change!

Removed "Levels must end with a SMB3 background" (old suggested rule that snuck in)
Added "The player who got the star can't die after getting the star" (the other player is on his own!)
I hope this will be better than the first, Since I disliked the first one. I'll maybe donate a level or two

Here's a few suggestions.

- Make sure to do anything you can to make your level feel alive, add scenery, sizable blocks, secrets to add to the replay value. Make it fun also.
I'd be all set to submit something if I could figure out how to end a level. But I'm not sure if you guys are supposed to handle that part or what? Wouldn't you need a world map to end a level?
Lennon: search in npcs for something called 'exits'. You could find stuff like a smb3 exit, stars etc
That's not the issue. The SMW star exit we're supposed to use doesn't work, which is why I was wondering if you needed a worldmap, and if they were going to do that shit when you submitted the level.
Submitted my first level! Didn't mean to copy Solytaire's level name.

Level Name: Crystal Cave
Difficulty: 3/5
post=Lennon
That's not the issue. The SMW star exit we're supposed to use doesn't work, which is why I was wondering if you needed a worldmap, and if they were going to do that shit when you submitted the level.
Download Solitayre's level and see what he did.
Alright, as far as I can tell, I was doing it the right way. Both my levels have been submitted.

They may be a little short but they're my first finished levels, so.
Dudesoft
always a dudesoft, never a soft dude.
6309
Hopefully this one will be playable! :D I'm definitely making entrees. Got a few ideas tumbling around already.
I hope you guys actually look at the levels instead of just accepting them straight away, because that's what I believed you did in the original. If a level can be made better, just edit it to make it better. Easy stuff.
post=Lennon
That's not the issue. The SMW star exit we're supposed to use doesn't work, which is why I was wondering if you needed a worldmap, and if they were going to do that shit when you submitted the level.

There are 2 star NPC's that are in the "end level" category but only one actually ends the level.
I also regretted not joining in the first round of this. I'll have to download the maker and see if I can make anything of worth.
Solitayre
Circumstance penalty for being the bard.
18257
Desmo, Crystal Cave's file size is much too large. The rules state it should be 1MB or less.

Pretty much any MP3 will be more than 1 MB. If we want to talk about using custom music, I am open to discussion.
post=Solitayre
Desmo, Crystal Cave's file size is much too large. The rules state it should be 1MB or less.

Pretty much any MP3 will be more than 1 MB. If we want to talk about using custom music, I am open to discussion.


Is there any way to make the mp3 size smaller? I'm not a fan of the default SMBX music.
halibabica
RMN's Official Reviewmonger
16873
I was going to suggest cutting the song down so it only loops once, but dang, it's over seven minutes long and doesn't appear to! Not only that, it's only two and a half of your six megabytes; even with it shortened you'd still be way over the limit.
Ratty524
The 524 is for 524 Stone Crabs
12986
I LOVE YOU I LOVE YOU I LOVE YOU!

I'm going to be making levels right now!
LEECH
who am i and how did i get in here
2599
post=GreatRedSpirit
Dang nabbit, I forgot the CSS needs a fix for IE8. I'll make a fix and nag Anylo to update the CSS tomorrow.


Thanks!
Ratty524
The 524 is for 524 Stone Crabs
12986
So, can we import our own music to our submitted levels? I don't see a rule that restricts it.

By the way I've finally submitted my first entry. There will be more to come.
Each individual submission can't exceed 1MB compressed. You can fill it up with all the custom music or graphics you want but a submission can't exceed this size.

You can use Audacity to try and make your music smaller. Cut parts out, add a fade-out/in, and save at a lower quality. Unfortunately SMBX can't play back OGG files so you're stuck with MP3 which has a shitty quality at lower bitrates.


If there's demand for it, we can increase the size cap but I'd like to avoid having a huge game where the size is 90% custom music.
halibabica
RMN's Official Reviewmonger
16873
On the subject of Audacity, do you know how to make it export an MP3 without it tacking on that little bit of silence at the start/end of the song? The one I'm using would loop perfectly if not for that...

And, yeah, if we're going to allow custom music, a size cap increase would be necessary. Maybe 3 MB tops would be okay? It wouldn't save all of Desmo's hard work, but it'd definitely be more doable.