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

Dudesoft
always a dudesoft, never a soft dude.
6309
author=Ben_Random
Puzzles and Plains V3 is ready for download. :) (:

Edit: Do any of you think I should change my avatar to this:

I shouldn't have cursed the world with toad and a jetpack.
Checkpoint Graveyard
I like the theme of this level! The actual level however leaves something to be desired. Like a properly placed checkpoint. Going through the graveyard again isn't very fun if you die and you already had the fake-axe-as-checkpoint set up. I'd suggest making all of the early checkpoints the fake checkpoints and make one of the later ones real ("I still believe in you") to prevent tedium.

The drop to the Mini-Marios can suck as you can get suddenly ganked. I'd suggest moving the Marios back a bit so the player gets a second or two to recognize what just happened and where they are.

Also could use a power up. There aren't many real obstacles but never graduating from little Mario is :(


Hammer Bros Fortress
You probably shouldn't have a friendly hammer bro NPC. Or at least not one that acts like a hammer bro. There's two sets of hammers being thrown at the player and only one will hurt him. Plus with one hammer bro being friendly it isn't clear that the player should kill the other to proceed. I'd suggest making a new hammer bro that at least looks the same but acts differently (no jumping or hammers) so it's at least a bit clearer of what to do.

Fighting Hammer Bros up stairs sucks, but doable with the free flower (thank god for all these power ups).

You can enter a no-win situation fighting the giant bros. If you kick one of them up to the platforms with the hammer spitters you can't kill them and you end up trapped in the room!

The lakitu segment is a pain in the ass. If you're on one side Lakitu will basically pick up a ton of speed trying to get under the player, overshoot, wrap around, and then they'll keep going their original direction picking up a ton of speed making it hard to avoid him when you're trying to climb (and not climb into him). If you make it to the end without killing him there's no real good way to do it, but the powerups help a lot. I'd suggest adding a platform to give the player some height, otherwise you need a well timed jump to shoot (or worse, stomp) on him. Or replace him. I'm not sure but I'm not a fan of vertical lakitus, much less with wrapping (maybe turn that off?)

I like the boss idea but I suck at getting the shell on the right part of the platform :( . I've got mixed feelings on the second half, mostly because he keeps jumping over my shots at the last second :(((


World of Hurt
Crashed when I tried to open it at first. Did anybody else have this issue? (why is the whole level in one section?)

Parts of the level look awful, mostly where spikes make no sense and don't post any danger. I'd replace some with blocks. At the very least it'll add to the tile and color variety. The level gimmick may be spikes but you don't need to put them everywhere.

If the player is ever going to make a leap of faith, you have to guide him in some way, especially in a level where everything has spikes! I got to the castle of coins (I >:('d when I realized I took the wrong path, maybe make both paths converge?) and I just floated down on a leaf to figure out where I could land. Leaf-less players don't have that luxury and it's still bad design if the player doesn't know where to drop.

A Lakitu has no place in a dangerous platforming level like this. I'm assuming the mushroom block is so the player can try and kill him but if they can't or miss the block they're essentially dead as the player can't do shit about them during the donut climbing part (the spike at the very end is mean, but I do like the generating donut blocks without having to walk offscreen).

I think it's a fun platforming level but the lakitu's a bitch, the spike at the end of the donut section sucks, and it is a nearly two-color level!


Davinport's Levels
First off I think these levels are much better than the last five I played. I'm glad to see you're improving! There's still a few issues so I'll discuss the common issues first before moving onto the individual levels.

Your levels need internal consistency. Toadstool Palace, for example, goes from Castle tiles and a dungeon background to brick tiles and the castle background and a different music track. Pharoah's Tomb goes from Crateria music and a Bowser Castle feel to a fast beat friendly castle background. You should decide on how you want your level to look, it's settings, and it's music. If you want Pharoah's Tomb to be foreboding dangerous place stick with the Bowser's Castle graphics and music and don't turn it on it's head halfway through the level. Toadstool Palace shouldn't change the music every time you pass through a door. I'm not saying that every level should have a single setting and music track. Skull Lake is a common example of starting outside of water then heading in with the music changing (although the music usually changes back to the original out-of-water music when you leave). You should stick to a single visual and musical theme for a level and only change it with a reason beyond going through a door. Some examples might be leaving a castle/tomb and going outside, maybe even for a chopper lift. Or a lake level and you take a pipe and go deeper into the lake into a pure underwater segment. Or the classic romping around in a grassland and going into a pipe that takes you into an underground segment. A boss arena is a great time to kick the music up a notch! A level having internal consistency is important for making a quality professional looking level.

On the subject of bosses, you had two levels with a Ludwig boss in them. Pharoah's Tomb is pretty much NOT the way to do a boss. Bosses shouldn't just show up like a regular enemy at the end of a level, don't throw them around willynilly! Toadstool Palace did it much better: A boss arena! A place where the player and the boss can duke it out at the end of a level for a star. Toadstool Palace's arena however is incredibly busy. You start close to the boss where he can kill you before the player can get his bearings. The player and boss should start apart so the player can tell what's going on without immediately dying. You should also avoid putting power ups in an arena, they're distracting from fighting the boss and can be dangerous to the player too. Put ? blocks outside the boss arena (which should be marked by big red doors, like what you did in Toadstool Palace!) so the player can get his power ups in peace and go in with one goal: Take out the boss! Boss Arenas should focus on the player and the boss, not power ups. Or anything outside the arena. Toadstool Palace has a fair bit of stuff outside the arena that'll distract the player. If you want the player to use it against the boss, put it in or on the edge of the arena. Finally the star should be a reward for killing the boss, not having the boss get off your back so you can go outside the arena and collect the star. The boss fight should be the climax of the level, not the second last thing to do. Use Layers and Events to do this, I can try to make a quick guide if you aren't sure how.

And remember to use bosses sparingly! You don't have to end every level with one. Mix them up too, Ludwig can be a fun boss but there's others you can use too.

I'll give comments on each level tomorrow, it's getting late.
Thanks alot!
Edit: Nevermind, just figured out how to use events/ layers!
author=ShortStar
A more interesting and advanced tutorial. Probably the most helpful.



Shortstar already made you one!
What a coincidence. I read his thoughts before he thought them!

My next one will be on SMB1 style castles / bosses / firebars. I've not mastered the whole screen lock / change music for Bowser.
GRS figured out how to do some neat tricks in a tank level and I made one recently. Perhaps I can whip up a tutorial on that.
Dudesoft
always a dudesoft, never a soft dude.
6309
Firebars would be great. I gave up on them after a while. Not that I have many hours in a month to spare to SMBX anymore.
Firebars: pick the NPC from the SMB1 section, open the Advanced menu and then set the firebar position for each of the little fireballs. So for a 5 fireball firebar, set the Position to 0 and place the center fireball, then set it to 1 and place the next fireball below it, then change Position to 2 and place the next one below it, etc...
^^^ yep. Kentona got it. Not tough at all.

btw Kentona, you should make a level :-) You are old school after all :-)
halibabica
RMN's Official Reviewmonger
16948
from GreatRedSpirit
advice

Taken! I patched up the levels in question. Also, you do know Aristocrab's Lair is different from the final level I'm keeping secret, right?
I am making several levels at the moment, but its for Mario vs The Moon Base.

I am hoping to have some time to make levels for this, though.
author=halibabica
from GreatRedSpirit
advice
Taken! I patched up the levels in question. Also, you do know Aristocrab's Lair is different from the final level I'm keeping secret, right?


Whoops, I'll give it a spin too then! Sorry 'bout that
LEECH
who am i and how did i get in here
2599
Ratty524
The 524 is for 524 Stone Crabs
12986
Updated Aquatic Fortress and Flying Block Fun.
Waiting for feedback on Mushroom Fields...
LEECH
who am i and how did i get in here
2599
author=ExKirby
Waiting for feedback on Mushroom Fields...


Mushroom Fields by ExKirby.

VERY EASY. No really, i SUCK at mario. You called the pipes tubes. There called pipes. (Its just how mario works) Pretty fun tho. I didnt see 5 Dragon Coins, unless i missed some. Please add some more if there is less. Also a bit short, maybe add a bit more on the end?





INFINITE POINTS by The real Brickroad

THIS MADE MY COMPUTER CRASH YOU BASTARD.





Galaxy Slide by Desmo.

Levels that only involve holding down should be banned.
Marrend
Guardian of the Description Thread
21781
Mushroom Fields

Not too tough at all. Short, sweet, and to the point. The initial position of the player(s) could be moved down to touch the platform. Why the mushroom powerup at the beginning, though? I thought we already decided that mushrooms were not a powerup since a fireflower/racoon leaf block gave out mushrooms when Mario is small?

*Edit: Never mind. I see the fireflowers in the first couple of blocks now. How did I miss that?


Lil' Old Hills

I'm not the best platformer out there, but I found this stage quite tough. Ignoring the fact that the stage has no music (an easy fix), I see the first powerup players come across is... a mushroom. The checkpoint in the stage seems about at the halfway point, but it still seems quite a long distance. For the record, I didn't make it to the checkpoint on my various playtests. I checked out the stage with the editor to find it, curious if there even was one.


Levels that only involve holding down should be banned.

Seriously? I found Galaxy Slide a little weird, but not too terrible. Then again, this is coming from the guy that crafted Roller Coaster...