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

I'd make an LP but I suck at mario too much for it to even be watchable.
I wonder how long it will take GRS to put this together?

@Davenport: I played Catacombs. I am not good enough to finish it, although I do have one criticism. I think the player should get a reward for collecting all those purple coins.
Thanks for playing! Well, many powerups were added in those dire locations throughout the maze.
I could make rewards like 1-up mushrooms, 3-up moons randomly appear as well.
Hopefully they will manage to create something nice!
Thanks alot, Thats a great idea.
Update: Fixed boss NPC in all my castles.
What I mean is, at the end of the level, have the player magically get a three-up moon, if they have collected all the coins. I think I know how you would do it as well.

1. Make a new layer (I'll call it CoinsLyr). Check it so that is visible.
2. Now make a layer and add the moon. (MoonLyr). This layer should be UNCHECKED, making it invisible.
3. After your layers are done, make an event called MoonAppear. Moon appear should be set so that it will make the layer moon, appear.
4. Now it is time for the coins. Unfortunately, you will have to delete all your purple coins that you have now if you want it to work. Once you have done that you will want to replace your coins, but make sure under the events NPC section, you select MoonAppear under the "No more objects in layer" dropbox.
5. If you did this correctly, it SHOULD work.

If you want to make a star appear after you defeat a boss, listen to shortstars great advice:

author=ShortStar
Its an event Ben Davenport.

1. Make a new layer.
2. Add star to new layer
3. Uncheck layer to make it disappear
4. make new event.
5. make that new layer "show"
6. select NPC boss and click on event.
7. In NPC event box make the event happen after the boss is defeated / killed
8. place boss.

I hope all this was helpful.
Hurry up GRS this should be done by tomorrow
While it would be great to get the completed game as a present tomorrow, I think we can all agree that GRS should take as long as he needs to.
Regardless, whn it is released I'm gonna start a "Super RNM Bros 2 The Lost Levels" For al the levels that DIDN'T make the final cut.
I think GRS should take the day off. It's Christmas Eve after all. I'm not going to be working on my projects.

Edit: Does anyone know what the "Toggle Entries" button does? Also: Where the HECK is BrickRoad?
halibabica
RMN's Official Reviewmonger
16948
I think brick left us to our own designs somewhere around page 20.

And I second that GRS get the day off! And work all day Christmas
author=halibabica
And I second that GRS get the day off! And work all day Christmas
I wouldn't go expecting anything until 2011.
author=ShortStar
I wouldn't go expecting anything until 2011.


Neither would I.
Yes, what does the toggle entries button do? I'm kind of afraid to push it without knowing, although I think it'll just hide them.
You can apply toggle mode to alternate layers to make them appear or disappear accordingly.
Click on "show" to be more explicit.
It will show and hide the entries

(Shortstar and Ben have a good idea of when it'll be released)

*edit*
Beaten by milliseconds!
author=Davenport
You can apply toggle mode to alternate layers to make them appear or disappear accordingly .


haha is he talking about the toggle function in the editor?

The "toggle entries" button does nothing for me. Seems like a pointless function anyways
Well, it's supposed to hide entries. Chalk it up to another RMN bug
I posted on the RMN Bros. 1 blog, but since nobody reads that anymore, I'll ask it here:
Can I play Super RMN Bros 1 with this version of the software?
Sorry, forgot to answer it. Yeah, you can. Shortstar improved a bunch of levels (and I fixed one or two bugs in the hub world), I'll upload that to RMN Bros 1 when I get home on the 26th/27th if you want to wait for it. Everything should work with 1.3 unless they screwed up and added a new bug like when they updated to 1.2.2 with mushrooms in lava crashing the game.