Ends 04/01/2012 12:00 AM

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halibabica

It's finally here! The much-anticipated third installment of the RMN community series! And this time, halibabica's in charge!

WHAT IS THIS

Super RMN Bros. is a community collaborative game where everyone uses the Super Mario Bros. X engine to create Mario levels! The stages are made and submitted by members of RMN, then compiled into one big game at the end of the event. Huzzah!

WHAT YOU NEED TO PARTICIPATE

Super Mario Bros. X v1.3, available at the Download link. This is the latest version of SMBX. 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 here. 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. If you want to see what SMBX can do, check out the games here on RMN or watch 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. There is 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.

SUBMISSION RULES

  • Levels must be made in SMBX v1.3 .
  • I don't know if you've ever made Mario levels before. There are dozens of hacks and roms out there, so it's possible you've played custom levels or created your own. However, this project is being made specifically in the SMBX engine, so if you want to contribute, you have to use that. You can download it here.

  • Levels must be made FOR THIS PROJECT
  • So, you've used SMBX before, huh? Hey, you can just submit levels you already made! Right? WRONG. If you didn't make the level specifically for RMN Bros. 3, you're not allowed to submit it. Do not just zip up the levels of your personal project and dump them in here (Davenport, I'm looking at you). Everyone has to start from scratch. And if I catch you trying to submit a pre-made level, ooh, I'll, I'LL- ...deny it. Simple as that, really.

  • Levels must end in ONE SMB3 STAR
  • Starman doesn't work in SMBX like it does in the Mario games of yore. Each one you collect instead adds to your star count. There are two kinds of stars in the engine: SMB3 stars and SMW stars. The latter adds to your star count, but doesn't end the level. The former concludes the stage when collected. Each level must have ONE and ONLY ONE level-ending star. However, you can have any number of SMW stars (covered later).

  • There is no limit to the number of levels you can submit.
  • Beyond these four rules, the sky's just about the limit. There are a few other criteria your levels must meet for them to be accepted, but they're nothing huge, and are as follows.

LEVEL CRITERIA

  1. Checkpoints
  2. Theoretically, every level should have one of these. It's the SMW checkpoint object that lets you continue from partway through the level. Unless your level is extremely short, it should have one. If it can't have one for specific reasons (auto-scrolling, switch block/character shenanigans, etc.), it's recommended you not make the stage too long. Also, SMBX can only support one checkpoint per level, so placing multiples doesn't work.

  3. Power-Ups
  4. Your stage should have a good balance of items that are helpful to the player. ? Blocks should never contain lone Mushrooms; don't be afraid to give the player a Fire Flower or Leaf. On the other hand, exceptional items like the Tanooki and Hammer Suits should not be easily obtained. Use discretion with where you place items. One at the start and one after the checkpoint would be the least you could do. Also, pick items that the player can put to good use. A Fire Flower in an area with monsters immune to fire does the player no good; maybe an Ice Flower or Yoshi might be better instead. On the subject of Yoshi, he's a power-up like any other, and no restrictions are being placed on his use. Similarly, all styles of Kuribo's Shoe are allowed. Just remember, these things are very helpful, so choose carefully where you make them available.

  5. Banned Objects
  6. Your level must not contain any of the following items. If it does, you will be required to remove them.

    • SMB2 Crystal Ball, SMB3 Roulette, SMB3 ? Ball, SMW Keyhole, SMW Exit Gate
    • All banned for the same reason; they end the level. All levels must end with an SMB3 Star. No other exit type is allowed.

    • SMW Bowser Statue
    • Banned due to its glitchy hit box. You can still be hit by its fireballs while standing on top of it. Use the SMB3 Bowser Statue instead!

    • SMW Dry Bones
    • Banned for its stupid hit box. You may place Dry Bones in your level, but all Dry Bones in the project will use the SMB3 sprites instead.

  7. Unbanned Objects
  8. These are objects that were disallowed in the past. I'm permitting them for the reasons stated.

    • SMB3 Lakitu
    • This was banned in RMN Bros. 2 because it behaves erratically. You may use them in your levels, but be very careful when you do. They aren't impossible to deal with, but they can make situations extremely difficult. You'll definitely hear from me if it's a problem.

    • SMW Star
    • These were formerly banned because they didn't end the level. You may now use them as bonus secret stars in your stages. The player can collect them on alternate paths, but must be able to return to the rest of the level after grabbing them. More on these later.

  9. Different Characters
  10. This is, first and foremost, a Mario game. Mario will be the only character available to play as, but that doesn't mean you can't use the other characters. If you want to make a stage involving Luigi, Toad, Peach, and/or Link, you must specify so. Include the appropriate character block at the start. If you don't, I'll assume the stage was meant to be played as Mario. You don't have to switch back to Mario at the end of the stage, though. I will manage character swapping in the hub area.

  11. Player 2 Start
  12. SMBX has the option to play with a friend by sharing a keyboard and crowding around a monitor. There is no way to disallow a multiplayer game, so be sure to include both P1 and P2's start positions in your levels. HOWEVER, this is all you need to do to accommodate the second player. Making a balanced one-player game is difficult enough, so don't sweat it if something doesn't quite work for multi-mode. I'm not checking two player compatibility; you don't have to either.

  13. Secret Stars
  14. Each stage must have only one SMB3 level-ending star, but you can have (almost) as many SMW stars you want. Before you go throwing secret stars everywhere, though, you should understand how they work. The most important thing to know is that you can only have one star per section of a level. That's not my rule; that's a quirk of SMBX. It can only register one star per stage section, as it flags all stars in that section as 'collected' if one of them is found. Because this is the case, any secret stars you place must be in different sections than the star that ends the level. Incidentally, this also means the most stars any level can have is 21. Don't worry; if you mess it up, I'll tell you about it!

  15. Water Must be SWIMMABLE

    You can set waterfalls to either be swimmable or not, but ordinary water must always be. Don't fill your pits with water if they're supposed to be bottomless.

  16. Misc. Stuff
    • Pipes, Doors, and Carry Items
    • By default, all entrances in SMBX are set to disallow the player from carrying an item with them through the portal. If your level has objects the player may want to bring with them, be sure to set your entrances properly.

    • One-Tile Passages
    • Avoid making paths that are only one tile high. If Mario stands up in one, he zips through the wall in the opposite direction he's facing. In some places, this isn't a problem, but in others it can break the game. Spare my telling you to fix it and avoid creating such circumstances.

    • Ceilings
    • If you're making a water level or Mario is able to fly, you may want to block the area off the top of the screen so the player can't soar over everything. In aquatic stages, one could swim past everything from up there, so it's extremely important to include (same goes for underwater pits, actually). Of helpful note: one block placed above or below a level's boundary will create an impassable wall.

STORY AND TUTORIALS

Nothing too complicated here. Mario, Luigi, Toad, Peach, and Link have fallen into RMN's Pit of Challenges, where they must collect the stars from our levels if they ever hope to escape. The main villain is not Bowser, Wart, Kamek, Aristocrab, or anyone seen yet in the world of Mario. I will be making the final level myself, and the final boss is...me! Because by the time this is over, you will all want to kill me.

I will also be making a tutorial level that explains the mechanics of SMBX, covering both the basics and the advanced stuff. So don't bother explaining to the player how to break blocks with their tail or spin jump on Thwomps. I've got it covered!

TESTING AND FEEDBACK

This iteration of RMN Bros. is going to put greater emphasis on play testing and providing feedback for levels. I will be playing each level personally and leaving feedback the developers can use to improve their stages. My feedback will be divided into three categories:

  • Deal Breakers
  • These are things you MUST CHANGE or your level WILL NOT BE ACCEPTED. These include all variety of game breaking errors and poor balance/design. I will provide thoughts and ideas on how to fix these, depending on the complexity of the problem.

  • If-You-Don'ts
  • These are things that, if you don't change them, I will. These include things like levels without checkpoints, blocks containing only mushrooms, or levels with unfitting power-ups. If you don't make these corrections, I'll see to them in the end.

  • Nitpicks
  • These are small complaints of low importance. Things that would make the level look or feel nicer, but aren't really a problem on their own. These will most likely be aesthetic in nature, and they don't have to be changed for the level to be accepted.

    Although I will be testing each level thoroughly myself, I strongly encourage others to do the same. You don't have to follow the same methods of providing feedback I am (in fact, you don't really have the authority to!), but every bit of criticism helps.

ADDITIONAL STAFFERS

This is a big project, and it's very bold of me to be managing it alone. That's why I'm leaving open two spots for other users to join me in running the show. But you can't just sign up and say "Hey hali I'll be your game management bro." You have to PROVE YOUR WORTH. How, you might ask? By playing levels and leaving feedback! The more in-depth, the better. Show me you have what it takes to contribute to this project, and I'll let you in. If you can't handle the work, I have no reason to hire you.

Duties of these staffers would include testing others levels and leaving feedback, as well as helping refine my own stages, tutorial, hubs, and so forth. I'm a tough critic, but even I can't face my own work alone!

PROJECT TIMELINE

Signups begin NOW, and EVERYONE is free to join! The project will run for one month (thirty days), and levels may be submitted for testing during this time. When the month is up, no more levels will be accepted. Existing levels may still be updated based on feedback. I will do my best to have the whole thing compiled just one week after the event ends. Then we can download and enjoy!

Registration

You must be logged in to sign up for Super RMN Bros. 3.

Posts

author=UPRC
Yeah, the ones from Mario 2. It posed a bit of a hazard, because the blocks would pile up quickly and could also sort of fall on poor Mario's head and hurt him.

But, Mushrooms are your friends, Right?
*cue sad music*

That sounds like a cool idea.
halibabica
RMN's Official Reviewmonger
16948
Y'know, Link_T1000 did something like that in the previous RMN Bros. Instead, he replaced all the vegetable graphics with different stuff Mario could pile up. Then, the falling pseudo-veggies wouldn't harm him if he got hit.
author=UPRC
lakitus throwing down blocks for Mario to pick up and use to reach higher ground

haha I put that in my new level last night. Only for a small part of 1 section. It would be cool to see what kind of puzzles/obstacles you come up with.

author=halibabica
Y'know, Link_T1000(haha) did something like that in the previous RMN Bros. Instead, he replaced all the vegetable graphics with different stuff Mario could pile up. Then, the falling pseudo-veggies wouldn't harm him if he got hit.

This. You can still pick them up and stack them as normal, even discard them.
Seiromem
I would have more makerscore If I did things.
6375
Oh, hello. While i was bored I made.... Go on guess!
OK yeah you got it, a new level! This time with both custom and other's graphics :D
From the graphic pack thing.

Level name: Jungle Cavern
More like a castle though >.>
It's just my basic way of saying that i'm listening and I haven't gone...
In other words
(Drum roll)


Meh...
author=jackalotrun
It's just my basic way of saying that i'm listening and I haven't gone...
In other words
(Drum roll)


Meh...
Don't post useless posts please.
author=kentona
Oh, I totally swiped it from some game I forgotten all about! Subcon Farts or something...


Sounds like the best game ever made EVER!
Isrieri
"My father told me this would happen."
6155
I just realized something Mr. Halibabica! I thought when you were critiquing my level earlier that you managed to find the key, and just couldn't get to the end. But now I'm beginning to think that you never found it at all. Well there was a way to get up there! If you hit the block that contained the vine in it, the screen would expand so that the pipes that were off-screen would be accessible and you could get into the key room.

Not that I'm making excuses or anything: The level was still balls as it was. But just so everyone knows! I'm not that much of an idiot. :P

halibabica
RMN's Official Reviewmonger
16948
o.o

I had no idea you could expand the screen like that. I was unable to find the key. I only knew where you needed to go with it, and what a massive headache doing so would be.

Ah well. I'll take a look at the updated version sometime soon. I just need to knock out a few more pages for my art tourney, then I can focus completely on RMN Bros.! Hooray!
Isrieri
"My father told me this would happen."
6155
So I had this idea for a level where it would be a p-switch race. Like where you have to keep hitting p-switches in order to get through the level. Only with the regular p-switch music replaced with the Sonic drowning music. It was going to be awesome.

But of course, after messing with events for a while it's apparent SMBX won't do anything of the sort. So I just made Spark Man's Stage instead. I'm not sure if that's allowed, but I figured "why not?" I urge everyone to give it a shot.
I've almost finished my 5th level: Mushroom Factory
I'll be posting Sky Rush and Poison Valley updates at the same time.

Just a fore warning even though it's called Mushroom Factory, I have kinda slipped on my own critique here, but it isn't ALL that factory like and it doesn't even produce Mushrooms...
There are 2 NPC's at the start explaining some info. 1 about the level itself and the other about a BONUS star.
Basically, You aren't allowed to kill any BLUE enemies to get the star.
The level(s) will be up tomorrow probably, maybe, possibly...

I've been unactive lately due to having to catch up with my school work...

But, hey the deadline is slowly closing in, maybe we should push it back a bi... OKAY i'm kidding of course, if that would happen kentona would hang someone.
author=Isrieri
So I had this idea for a level where it would be a p-switch race. Like where you have to keep hitting p-switches in order to get through the level. Only with the regular p-switch music replaced with the Sonic drowning music. It was going to be awesome.


You asshole.

What was the problem? I'm curious, I remember some of those back when I used to play those stupidly hard SMW hacks.
author=apa649
But, hey the deadline is slowly closing in, maybe we should push it back a bi... OKAY i'm kidding of course, if that would happen kentona would hang someone.
I'm still trying to get the second deadline restored. (March 15th). Did you know that this event was supposed to end back on Feb 29th??
Isrieri
"My father told me this would happen."
6155
The problem was that I couldn't get the music to synch up the way I wanted it to. Plus I wasn't able to use any events with an actual P-switch because the music would overwrite the sonic music. So I couldn't do any neat coin-to-block block-to-coin tricks. So I just tried to use that pressure switch with the skull on it, and use different layers that would be triggered like a normal switch would, but when you press more than one switch the music will get cut off too early because the wait time until the event switches back to the default level music doesn't reset: it just keeps going.

For what I had in mind I really wanted the music to synch properly. You could probably still make a level with the switches just far apart enough so that the music ends right around when you get to a new one. Too much effort I say.
halibabica
RMN's Official Reviewmonger
16948
Great idea, kent! Lemme just make all the levels I was planning IN TWO DAYS.

Quit whining.
I don't know why you think your personal scheduling problems should become everyone's problem.
Seiromem
I would have more makerscore If I did things.
6375
Eh, i can wait.
If it take kinda long for a hopefully great game to come out, i dont mind.
I'd prefer THAT over some rushed, half-assed game.
Well at least Half assed Hub and boss o.O

Plus i can submit like 10 more levels in the time frame ;D
ahahaha yes kidding... maybe...
halibabica
RMN's Official Reviewmonger
16948
from kentona
I don't know why you think your personal scheduling problems should become everyone's problem.

Well, sorry! This event is important to me, and so is the one that forced me to push the deadline back. And you said yourself I'm doing an exemplary job of running it, so what the heck?

If I hadn't moved it, half-assed is exactly what you'd have gotten. I did what I had to do.
author=halibabica
If I hadn't moved it, half-assed is exactly what you'd have gotten. I did what I had to do.


I agree. Good things take time. And ideally you want to have more levels than you need so you can throw out the crappy ones. Competition encourages everyone to do better.
halibabica
RMN's Official Reviewmonger
16948
Um...

I agree on the first thing you said, but the rest of it is not what's happening here at all. I have no intention of 'throwing out' any stages unless they failed to reckon with their deal breakers, and it's definitely not a competition because there's nothing at stake. ._.