Ends 04/01/2012 12:00 AM

Judges
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

halibabica
RMN's Official Reviewmonger
16948
Getting the secret star is beyond problematic; mess up anything in the four corners of the map, and you're pretty much screwed. But that's part of the reason I got the suits involved. Although you need to do everything just right to finally get the star, there are other worthy rewards along the way. With each suit, you can reach both switches. If you only managed to hit one switch, you can still get a 1-up for it. Plus, once you figure out what to do, you can take on the harder tasks first.

It also helps that you don't absolutely 'need' the tanooki suit to reach its switch, and that you can hit the hammer blocks from the same room you get the hammer suit in. o.o

All in all, I think it's a fair challenge.

Anyway, I updated Chainsaw Massacre so it's easier to move around. I also added a new level: Fairy Boy. It's not nearly as difficult. Guess who you play as?
Ugh, I suck at making custom graphics.
I read the tutorial... again and I have to completely rename all my files, since I'm forgetting some of the basics in custom graphics.

halibabica's "Fairy Boy" level

...I shall play and review later
Seiromem
I would have more makerscore If I did things.
6375
I think I'll take a shot at reviewing.
What better way to get revenge practice than with Hali's level?

Fairy Boy-

Things that must be changed:

I must have tried a billion times but the very first platform you have to reach as a fairy is IMPOSSIBLE!!! I even jumped from the box where you become link and only managed to touch the bottom! I think you need to lower it.

Things that don't exactly look right:

in the first section, the log bridges dont look right. The backround that is supposed to go above them sink behind the tree foilage.

What i liked most:

I really loved the idea of such a level.
The flying fairies saying "Hey! Listen!"
Cracked me up.

I've submitted the last level I'm going to submit for this particular project (unless changes are requested or I am asked to do so). It is Arctic Adventure. Enjoy.
halibabica
RMN's Official Reviewmonger
16948
from seiromem
I must have tried a billion times but the very first platform you have to reach as a fairy is IMPOSSIBLE!!! I even jumped from the box where you become link and only managed to touch the bottom! I think you need to lower it.

Hahahahahahahahaha, you're supposed to fly up there! If Link runs long enough with the leaf, he can jump and become a fairy for an extended period of time! I'll have to make that more clear.

from seiromem
in the first section, the log bridges dont look right. The backround that is supposed to go above them sink behind the tree foilage.

For me, most of the bridge tiles stayed in front, while some slipped behind the bushes. I kinda liked it that way 'cuz y'know the randomness of nature and all, but if it looks bad, I can make a more definite solution.
halibabica
RMN's Official Reviewmonger
16948
Arctic Adventure

If You Don’ts

- P2’s start position!

Nitpicks

- you’ll need to hide the exit pipe’s warp on a separate layer that doesn’t appear until you hit the blue switch. It’s unintuitive, but you can still use the pipe even when nothing is underneath it to stand on. You can jump and enter without falling.

- the stage felt rather short. I was expecting more of a maze to find the blue switch than there was. It could really use one more section that’s puzzle-focused.

Castle Notsobad

If You Don’ts

- if the player breaks flippy blocks in the right places of the Boom-Boom fight, they might kill themselves collecting the star. Have some new blocks appear to prevent that.

Nitpicks

- I still think the vines you use are too brightly colored. There are others available that are less vibrant, like the yellow SMB2 ones. I think they’d look better.

Narbacular Drop

If You Don’ts

- if the level name and its folder aren't the same, custom graphics aren't read. o.o

Nitpicks

- Peach Section: is it even possible to pass these two Thwomps unscathed? I had to pick up and throw the Hoopster to kill one, but that put me at risk of falling off the cliff (due to being unable to climb while carrying something). I think a more elegant solution is in order. Okay, so I found a way through that works (drop one Thwomp, hover above it to drop next one, continue through). It’s still terribly inobvious. I think even just one Thwomp would do.

- Luigi section: the invisible block you can use to reach the 1-up killed me when I first discovered it. I was going the opposite direction, jumped, hit my head unexpectedly, and fell right into the lava. Luigi can make the jump at max height on his own, so is the block even necessary?

- Luigi section: the clock also killed me unexpectedly. I grabbed it, my computer lagged for a moment, and then I fell in the acid before I could do anything. I’d move it somewhere safer.

------------------------------

I updated Fairy Boy with seiromem's suggestions and woes taken into account. I should have another level ready later today!
author=halibabica
You'll win when you extend the water section in lost leevls by just one screen.
Fine.

Supra Mairo Bors: The Lost Leevls is updated.
All is going as planned, operation Update is commencing and should be done in 3 minutes...
Files to be updated:
Poison Valley
Sky Rush
Mushroom Factory

Progression:
Packing
Compressing
Uploading
Finished
author=Halibabica
Hahahahahahahahaha, you're supposed to fly up there! If Link runs long enough with the leaf, he can jump and become a fairy for an extended period of time! I'll have to make that more clear.

B-but... i DID become a fairy and it didn't fly high enough D=
I'll even record my failure to prove it too you!1!


Quick question how do you post videos on the forum, or how else i can show the video?
halibabica
RMN's Official Reviewmonger
16948
from outcry312
B-but... i DID become a fairy and it didn't fly high enough D=
Were you running full tilt when you did? Flying with Link is almost exactly like flying with Mario. You run until Link starts sparkling, jump, and then he turns into a fairy that can fly in any direction. He turns back to normal after a longer duration than he would if he just double jumped.

Anyway, another new one for ya! Picky Picky, a simple SMB2-themed stage. It has a secret star! Hope you like veggies.
I've updated Narbacular Drop with fixes to my specific section and I also fixed the folder name issue so the custom graphics would work. Also, my Arctic Adventure level has been updated with the suggested fixes. Hopefully, both things will be more to your liking Halibabica.
Isrieri
"My father told me this would happen."
6155
author=DarklordKeinor
I've updated Narbacular Drop with fixes to my specific section and I also fixed the folder name issue so the custom graphics would work. Also, my Arctic Adventure level has been updated with the suggested fixes. Hopefully, both things will be more to your liking Halibabica.


Thanks for that, I didn't have any time to get around to it today. Looking forward to seeing this all put together!
Ha, Everyone is loving my thwomp section... What?
I'll work on the level see if I can come up with a unique way of solving that problem.
DARN, Time limit is going to crush me soon, gotta get down on working my own levels in the WEEKeND!

(BTW, I thought my original idea was easier to pass...)

edit, WOW I killed all conversation single handedly, I deserve a medal.

edit 2, I made my changes to Narbacular Drop and am uploading it now.
(I attempted to make the Thwomp part easier and also added a 1-up aswell as lenghted my final platform
to make the section more "fair".)
There are now 2 ways of getting past the twhomps.
Both should be rather easy.
WOW!
Mass ignore!
Over 24 hours (The excitement)
LOL
author=jackalotrun
WOW!
Mass ignore!
Over 24 hours (The excitement)
LOL


You just have ADHD and think we need to be talking about this constantly. If there is nothing to post about levels or feedback on levels there shouldn't be any stupid annoying posts about the lack of posts. You keep posting crap. I'm so close to adding you to my ignore list, I wonder if that would stop the false notices?
ADHD? Is it that overexcitement syndrome...
If it is, I admit your pretty close...
It's just pure lack of anything else to do...
I've got no nearby mates
Diablo III is coming 15th and thats not even for me, its for someone else in the house
I've got no skill/ideas/patience to make other games and levels
And due to pure boredom Its only taken me one week to read 2 and a half 500 page books
And...
Oh for goodness sakes, last post unless someone asks me something, I'm just going to plain ignore RMN Bros 3 (Til it finally gets released)
Cya
halibabica's "Picky Picky" level

Pros:
Excellent Concept
Really simple to play
Even though there are about 200 plants that can be picked up, everything that matters are easy to find.
Decent difficulty
Secret star is really hard to figure out.

Cons:
2nd section is a bit bland, in terms of rewards

Secret star is really hard to figure out.

My toughts:
I really don't have much to complain about.
My only real grudge in this level was the secret star.
---Spoilers!---

It's really hard to figure out how to get there, unless there's something I'm missing, the only way to get there is by bringing a 3rd (sry I don't know SMB2 enemy names) Jumping violet white faced thingy pieling 2 of them on top of each other at the pilar where there's the 1-up and jumping off of them.


Even then it's kinda genius at the same time, since you have to think about how to solve this small puzzle.
Other thing that started bothering me after forcing myself to dislike something, was the 2nd section, since what I counted from the collectibles in my editor was:
1 mushroom and a crapload of coins.
Again, it's not that bad, but this one could be salvagable by adding a couple of distractions such as.
-POW blocks
-Stop watches
-1-ups
-Mushroom blocks, shells, bob-ombs
(something to jug at enemies instead of veggies)

The level is pretty damn solid, Fun times slamming enemies into eachother.
This level is though REALLY easy if you take your time, since your never put in harms way if you play your cards well enough.
Knowing where the mushrooms are is a huge help if you're attempting the secret star.
I know I was kinda Picky (HA, "PICKY" GET IT?! with this one, but I didn't want to make a review like:
GReAt! Flawless!
--End of Review--
Take what you will from that: change, don't... it's your call.

--End of Review--
(for realz.)

author=jackalotrun
Link?
Oh, yeah I forgot about Link, That was weird...
...
Right... screw what I said earlier!!!
The purple white faced thing is called a Ninji
Link? I will cut down on the half-assed comments
Sorry for inconvinience