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

My third level is up! I didn't mean to copy brickroad, because I started it before I played his.

Level Name: Galaxy Slide
Difficulty: 1/5

Also, I had to re-submit my first level: "Crystal Cave." I had forgotten to move the starting point back to the beginning.
Alright, signed up for this. Downloading now.
How are the levels going to be organized? By this I mean, are similar levels going to be grouped together(all desert levels in world 1) or just random? There should have been a few guidelines to ensure that we're not all creating the same levels. Who's making the boss levels? Is there even boss levels? What if we don't have any ghost houses? I'm just thinking of random examples. You say that all levels will be available right from the start, how will this look on the world map? If everything is available from the start there will be no sense of direction, maybe.

I think just a little guidance would help us create a better game.
Dudesoft
always a dudesoft, never a soft dude.
6309
I wouldn't mind making a sequel to my Mother Bob-Omb boss of RMN bros 1.
post=The Real Brickroad
post=kentona
post=The Real Brickroad
kentona's level didn't have a checkpoint, and therefore sucks. Nobody play it until he fixes it.
HA! Jokes on you. Checkpoints don't work in autoscrolling levels.

EDIT:
On the subject of wanting things that are impossible, is there anything else you want in the level that I can't add?
You should have planned the level as two distinct sections, with a small break room in between with a checkpoint.

Hot DAMN I'm a smart motherfucker. kentona's face = ROCKED.
*ahem*

post=Blue
Unfortunately, SMBX only allows for section ONE to autoscroll at this time, A future release may change this.

FACE!
halibabica
RMN's Official Reviewmonger
16903
Next step in the logic chain: auto-scrolling levels suck and should never ever be used ever.
post=halibabica
Next step in the logic chain: auto-scrolling levels suck and should never ever be used ever.
Naw, they're fine.

My next step in logic was that the SNES has made Brick soft. Back in my day we didn't no dang checkpoints!
Worlds will be grouped by theme and difficulty. The themes are based on the themes of levels submitted. If there's one or two water levels, there won't be a water themed world and said levels will get put into another themed world for example. Boss levels are made by whoever wants to make boss levels and will be placed accordingly. Same with ghost houses and all that. It's pretty much make levels and the compilation will be based on what we get. I'm not too worried about people making similar levels, even in RMN Bros 1 there was a decent variety of levels, all made by people who have barely used the engine. Now people are more experienced with it and SMBX 1.3 can do more than 1.2b4. I'm not too worried about similar levels.
kentona's response is about what I was expecting from RMN. "It's not my fault the level is broken! It's the engine's fault!"

Whether it's your fault or the engine's is really irrelevant; the level is still broken.

Anyway I still solved your problem: a pipe that is easy to get into takes you to a room with a checkpoint in it. Another pipe takes you from the checkpoint room back to the main level section. It doesn't interrupt the auto-scroll at all, and then your player doesn't have to replay the entire level if he dies on the very last hole.

Come on, kentona, you're smarter than this. You couldn't figure this out without someone holding your hand?
Not having a checkpoint doesn't exactly break the level though, it's just inconvenient if you die. Just make a short autoscrolling part or one that you cannot die easily.
It was really inconvenient when I died to a giant wall of Bonzai Bills like 10 feet for the star. Considering how easy it is to do what Brickroad said, there's no reason to not implement it.
Sorry, I wasn't suggesting not to use it. It is a good solution. I just wouldn't call it "broken" and he raged about it's broken-ness :P If someone put's a wall of Bills at the end...well that's just cruel.
Also if we're really coming off the way Brick said we were on his website, then I think that's... A little disappointing.

On Talking Time, people are constantly testing and revising their levels based on user feedback. Like, I told this one dude that I didn't know where to jump once I reached a certain platform, and he added some coins to show me where. You know, like a real Mario game!

Over on RMN, people are just kind of throwing whatever together. I told this one dude that his level needed a checkpoint, and he told me to blow him. (Not in those exact words, but the sentiment was there.)


Are you suggesting I'm "coming off like that"? (not in a rude tone, but im just curious)

Who's that one dude? and why does his actions speak for all of us at RMN?

*uh-oh, maybe let's not talk about this here
post=Link_2112
Sorry, I wasn't suggesting not to use it. It is a good solution. I just wouldn't call it "broken" and he raged about it's broken-ness :P If someone put's a wall of Bills at the end...well that's just cruel.


If you don't want to take my word for it, go back and re-read all the comments on my RMN Bros. YouTube videos. Prevailing opinion from non-RMN people about your guys' game tend to include the words "torture" and "nightmare" quite a bit.

If that's what you're shooting for, well, who am I to stop you?
Solitayre
Circumstance penalty for being the bard.
18257
Except for my levels.
Well I was just raising objection to calling a level without a checkpoint broken. Although I guess the word broken could mean different things to different people. I hear broken and think "it's unbeatable or unplayable".

I don't doubt the fact that non-RMNers would say that, and I cringe at the thought of reading Youtube comments..*shudder*..but it's true that most people make ridiculously hard games. Even my own SMBX levels were labeled as hard because I didn't consider the skill level of the average player, oh and I didn't put enough power-ups. That was just lack of experience making mario levels. Not to mention the fact that when your making a level the solution is so obvious! It's easy to forget that a person will not know what to expect like you do.

I (kind of, but not really) take offense to being grouped together with people that do not listen to complaints and just say 'fuck you'. The internet sucks like that, it's made it easier to create stupid prejudice. Just because a few people did it doesn't mean all of RMN are ignorant pricks. I welcome feedback and would gladly add a simple checkpoint if it makes the game more enjoyable for the player. If someone says "all RMN developers don't care" then those that do care have to stand up and defend themselves.
A Mario level without checkpoints is broken. Period. SMB1 had checkpoints in all but the very hardest stages.

As for RMN and feedback, well Link, watch and learn. If I continue to post criticisms here, do you think most of these guys will take it to heart and fix their problems? Or make excuses for why they don't have to, the way kentona did just now?

I've got ten years' experience with RM communities. I know what I'm betting on.
I had some big retort about how we shouldn't use checkpoints as a crutch or a bandaid solution to design flaws, but whatever. I am also not going to waste time fighting with the engine to put one in in my autoscroll level.

If there are legitimate flaws, though, let me know. I am willing to fix them. But don't just tell me "it's broken" because I didn't give you a safety net.



EDIT: I expected better from you, Brick.

EDIT2: I tested Brick's second (or third?) suggestion for checkpoints. Unfortunately it didn't work either. Checkpoints really aren't an option with an autoscrolling level.