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

author=undefined
When I submit my entry I get
Forbidden (403)

CSRF verification failed. Request aborted.

More information is available with DEBUG=True.

When I upload my level I get the same error. Here is the locker link to Peach Beach:

http://rpgmaker.net/users/Ben_Random/locker/Peach_Beach.zip

EDIT: While I was fiddling with SMBX, I found that I could spiff Clown in the Clouds level by changing some of the blocks. No MAJOR gameplay edits were made, but here is the link to the new version in my locker:

http://rpgmaker.net/users/Ben_Random/locker/Clown_in_the_Clouds.zip

Yoshi Plains:

I enjoyed your level completely. I did find an error in the Yoshi fruits: Yoshi only has to walk by them rather than eat them to collect them, and Mario can also collect them. I do not know if you can fix this or not. I would provide a solution if I could. Also: The first two Item boxes are a little too high up, the jump feels awkward. (This is no reason to re-post your level though, but if your fixing the fruits you can do it while your at it.)

I GOT BIT ZIPPER!!!!!!!!!!!!!!!!!!
As event submissions are busted, let's go back to
PM me your level submissions
I sent you my new levels that were not already submitted. Do I need to send you my old ones?
Ben_Random
I was thinking it would be cool that after you beat all the levels in a world then you would unlock a boss fight or something. (I double posted and I'm proud of it!) HA
Proud of looking like a noob? Meh, whatever.

If your level appears in the list at the top then you wouldn't have to PM those ones.
Thanks.
Ben_Random
I was thinking it would be cool that after you beat all the levels in a world then you would unlock a boss fight or something. (I double posted and I'm proud ASHAMED of it!)

Now Ya happy?!!
Decky
I'm a dog pirate
19645
Here's my second level. After getting feedback for this, I will go ahead and PM both levels to GRS.

DECKILLER'S SECOND LEVEL

http://rpgmaker.net/users/Deckiller/locker/DeckillersSecondLevel.zip

MODIFIED FIRST LEVEL

http://rpgmaker.net/users/Deckiller/locker/DeckillersFirstLevel.zip
author=undefined
Now Ya happy?!!
No.

I totally burnt myself out on Mario level making and testing u.u

I wonder how long this will take to compile?.. GRS is gonna have his hands full.
Me too... I'm very burnt out. As for how GRS should handle this...

GRS said all levels will be accessable except for some and there will be a world map.

Start "land" should have a start block with 4 paths. Each path should have 2 pipes. Each pipe will go to a land that will have 4 paths and 2 levels branched from each path.
Alright, I'll PM you my level I guess? Not sure if you would want it GRS since, it's the same level I already have submitted.

Ben: Nope, can't fix the fruits. All they are is Red Coins that look like fruits. Which as far as I know, is the closest that can be gotten to the real thing D:
Sorry I meant if you are going to submit a new or edited level then PM it to me. If it's already submitted don't worry about it. I just don't want a level to disappear into a page here.
author=undefined
Here's my second level. After getting feedback for this, I will go ahead and PM both levels to GRS.
DECKILLER'S SECOND LEVEL
http://rpgmaker.net/users/Deckiller/locker/DeckillersSecondLevel.zip

There is a point with 2 tubes and an invincible-shell generator. After about 20 seconds the program begins to slow to a halt as more and more shells are generated. This is a major lag generator :(.
Generators need to have pits near them or some destructive force. Like a pair of projectile shells will destroy.
http://rpgmaker.net/users/Faenon/locker/beanstalk.zip

Tidied up my level "Beanstalk" and reuploaded it to my locker. Apologies guys I didn't have time to implement anything major, but I took your comments on board so it runs a bit more smoothly now, thank you for your great feedback.

Looking forward to playing RMN bros 2!

Merry Christmas one and all.


Hey Deckiller, I am gonna go ahead and play your levels. (maybe that can make me a good person)

MODIFIED FIRST LEVEL
What changes were made? I found it EXACTLY the same.


SECOND LEVEL
This level should be called: Wood in World One
I enjoyed it, however, the pipes that shot INFINITE invisible turtle shells was weird.
I'll review Decikiller's levels.

Can someone review mine? Take your pick. Doesn't have to be all of them. It can just be 1.
author=undefined
I'll review Decikiller's levels.

Can someone review mine? Take your pick. Doesn't have to be all of them. It can just be 1.


I am not a good judge of difficulty, but I'll give them a whirl.
I agree the world map should be simple straight-forward paths with easy to follow "worlds" but I don't think it should be so symmetrical. It's not too hard to make it look like natural land masses with some sort of feeling of progression or difference.

How exactly will you know which levels you already completed from looking at the world map? It won't be like RMNB1 where you see the number stars in the level while standing on a pipe, unless we create a section in each level with a new pipe that warps to the original start points.

It's better/easier to keep track with a path that will be created when you beat the level. Maybe you could have a path come out of one/any side of the level and connect back with itself on an adjacent side. That way it would be obvious that you beat the level, if there is a new path around it. I don't know if this actually works though, its just a thought.
author=undefined
Ben: Nope, can't fix the fruits. All they are is Red Coins that look like fruits. Which as far as I know, is the closest that can be gotten to the real thing D:

Oh, I see. It would be great if someone who knows what their doing would make a custom Yoshi fruit NPC for future use.
Its strange, they're called worlds, when actually they're lands within a world. Mario Galaxy has it right with worlds. But the original mario called them worlds.