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

@Oloeopia: Here's how to get the yoshi fruit graphics.
1. Make a new folder and call it the title of the level you want the fruit in. (Minus the .lvl of course)
2. Put your level in the folder.
3. Put these two graphics in the folder: Yoshi Fruit Graphics
4. Re-open your level and the red coin graphics will be replaced by tomato graphics!

EDIT: I'm working on a fake world map as Shortstar suggested, but do you want to make it so you have to beat the blank levels or no? How would you make it so all the paths are always visible?
author=Desmo360
How would you make it so all the paths are always visible?

You would just check off 'always visable' for each level and there would be nothing needed in the 4 drop downs for advancing in each direction. (i think, can't remember if that allows you to pass over a level)
I think I might as well give this Super RMN Bros. 3 three "world map" thing a whirl. I'm too busy to actually run the project but building the world map should be a good experience in learning the wonders of Super RMN Bros. (Who knows, maybe I'll get something done without ShortStars help.

EDIT: I am having LOTS of bugs in the editor so I don't think I will get Bowsers Desert V3 up by the 18th. If I don't, I'll just give it what it deserves. (a pressing of the DELETE FROM LOCKER button)

EDIT2: (Notice how I didn't double post) What does the numbers next to the "m" under someones avatar mean?
Well the catch is a LEVEL marker can show when visible. A PATH however will only show after you've gone into the level and come out.

The fake map should only be used in the editor. Using it in a game without the levels existing would be bad.

@Ben What errors are you having in the editor?
author=ShortStar
@Ben What errors are you having in the editor?

When ever I put the cursor on the screen, and move it, it drags around another cursor. If I scroll up, then scroll back down, the blocks have copied themselves and overlapped in impossible ways. As soon as I can I will post a few screen shots (because I am horrible at explaining things). Right now I am using a library computer and I don't have the editor here with me.
Wow that sounds like if you clone a level over a level.
author=ShortStar
Wow that sounds like if you clone a level over a level.

Remember, my description is horrible. Once I get home I will post the screen shots.

author=Ben_Random
When ever I put the cursor on the screen, and move it, it drags around another cursor. If I scroll up, then scroll back down, the blocks have copied themselves and overlapped in impossible ways. As soon as I can I will post a few screen shots (because I am horrible at explaining things). Right now I am using a library computer and I don't have the editor here with me.

This sounds like the problem when you use a background image that is limited in size and you extend the boundaries of the level too far. Is there part of the level that works just fine? I'd say try changing the background(to clouds because those are usually safe) or shrinking the level boundary to the edge of where it's glitching.


Also, on the world map. Just make a main path that is never blocked by a level. Make all levels a side path that branches off the main path that is just a dead end.

@desmo ;)
When ever I put the cursor on the screen, and move it, it drags around another cursor. If I scroll up, then scroll back down, the blocks have copied themselves and overlapped in impossible ways. As soon as I can I will post a few screen shots (because I am horrible at explaining things). Right now I am using a library computer and I don't have the editor here with me.

Problem: It just means your level is too tall for the background.
Solution: Change the background to something else or make the level shorter. (As in height)

EDIT: It looks like Link beat me to it!
author=ShortStar
Link is right.


Am I wrong?
You're right too. Its just that I didn't see yours.
Thanks people. I guess I won't be needing this anymore:
Yep that's the error.
I can't wait until this is done. I played through the first one (all 44 levels) and enjoyed it for the most part, except around world 6, 7, 8 territory which became a painful gauntlet of frustration, and the hub was at least as convoluted and huge as the Great Palace in Zelda 2. *points at GRS*

I really like the hub idea but it needs to be toned down quite a bit. I mean, wow, you really went to town on that thing.

Some of the levels were especially frustrating and required using the editor for me to beat:

-Lol @ Max's Acrophobia level, how the hell do you pass that shit? Put star right next to start. Done.

-Also, GRS Tank Blockade and D-Bones Bowser Road, my god... I had to edit out half of the enemies after dying 30 times on each one.

-Max's Castle AAAAAaaaagggghhh and Solitayre's Dark Road we're quite difficult but I eventually passed them without edit cheating. Should be toned down just a tad...

-Solitayre's Jungle level in world 7 had a bug where I had to insert a bridge in the second area over the spikey plants. It looked like a bridge was supposed to form there but it didn't work. Otherwise this was one of the nicer levels.

-And finally, both last and most frustrating, Magi's Samba level. I couldn't for the life of me get anywhere without deleting most of the enemies after nearly breaking my keyboard out of sheer frustration, not to mention the horrible lag of having way too much stuff on screen. The level looked pretty and appeared to have the most artistic effort of all levels in the game, but it was all for naught.

I think someone should go back and patch up RMN Bros 1 a little, it could be a great mario game after a few fixes in my opinion, or at least include some of its levels in RMN Bros 2. (for example, Solitayre's Piranha Temple in w6) because 50% of the levels in RMN Bros were rather enjoyable to be honest and the frustration of a select few levels are the only things that really brought the experience down for me.

You can all flame me for creating Tower Of Pain now :P

Shortstar's actually going back and remixing levels in RMN Bros 1! (I should add it as an official download+blog and mark him as a developer)


also why are looking at me about the great palace I never would've seen the Great Palace if it wasn't for you
btw, Tower Of Pain v2 is up, let me know how it is and I'll fix it into Tower Of Pain v3 :P

There's only one lakitu this time!
Great Palace should be tough. One of the final places. I'll compile the remixes again.

http://rpgmaker.net/users/ShortStar/locker/superRMNBrosRemix.zip
Has anyone else experienced no sound or music at all with both the game and editor? I cannot test my custom music.

I have tried reinstalling, un then reinstalling, directx, ffdshow, earlier version of smbx (1.2.2) and still no sound at all. "No Sound" tick box is unchecked.
Uploaded my level "Beanstalk". Difficulty 3/5 :)

Most fun with two players, as it's part of a two player game I'm designing, but still works well with one!

Climb the beanstalks (vines) to the castle in the clouds to rescue the maiden who sleeps there...

Would make a good first castle or World 1-8 I reckons. Please tell me what you think!

Looking forward to seeing it in a Brickroad Let's Play one day maybe, if it's good enough...