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

Getting some errors when trying to lower the ground and saving...
Something about overflow.
But, I could just leave the 2nd section's couple of pits alone and lower the ones I can.
There goes my consistency...

But, Hey! we got a new level!
I'll be testing it out soon enough.
But, leaving feedback later since I only have about 20 minutes.
DarklordKeinor's "Mushroom Valley" level.

Pros:
Fun basic outdoor mario level
Pretty good enemy placement
Good amount of power-ups
Cons:
1st power-up is a mushroom.
At your bonus room #1 mushrooms can escape offscreen too fast
The infinite respawning goombas could be limited to a number such as 5.
The bonus star seems a bit easy to get considering you only have to go down a pipe to get it.
My thoughts:
A really good basic level. It doesn't seem to have too much wrong with it.
I mainly focused in my cons on the things that affect gameplay instead of asthetics or visuals.
There are some things such as the pipes that look odd since they aren't going into the ground, they just seem to be there on top of the grass.
Other similar things seem to be checkpoint poles and the goal bridge's rope.
But I don't really mind these visual problems.
The pipes can be easily fixed but the poles and bridge are a bit harder.
But then again to me gameplay is the most important.
The cons aren't that major except probably the 1st ? block mushroom. Since halibabica states:
author=halibabica
? Blocks should never contain lone Mushrooms; don't be afraid to give the player a Fire Flower or Leaf.

But overall I'd like that you'd try to fine tune some of your levels aspects, just fine polish it a bit. Halibabica and the others can probably give more specific infoormation on what to fix, but these are the basic things I noticed.
I'm guessing this is going to pass with just a few "if you dont's" even in it's current state.
But, all you can do is wait.
and wait.
wait...
in the mean while you should try to make a new one or fine tune you're current one.
author=apa649
DarklordKeinor's"Mushroom Valley" level.

Pros:
Fun basic outdoor mario level
Pretty good enemy placement
Good amount of power-ups
Cons:
1st power-up is a mushroom.
At your bonus room #1 mushrooms can escape offscreen too fast
The infinite respawning goombas could be limited to a number such as 5.
The bonus star seems a bit easy to get considering you only have to go down a pipe to get it.
My thoughts:
A really good basic level. It doesn't seem to have too much wrong with it.
I mainly focused in my cons on the things that affect gameplay instead of asthetics or visuals.
There are some things such as the pipes that look odd since they aren't going into the ground, they just seem to be there on top of the grass.
Other similar things seem to be checkpoint poles and the goal bridge's rope.
But I don't really mind these visual problems.
The pipes can be easily fixed but the poles and bridge are a bit harder.
But then again to me gameplay is the most important.
The cons aren't that major except probably the 1st ? block mushroom. Since halibabica states:
author=halibabica
? Blocks should never contain lone Mushrooms; don't be afraid to give the player a Fire Flower or Leaf.

But overall I'd like that you'd try to fine tune some of your levels aspects, just fine polish it a bit. Halibabica and the others can probably give more specific infoormation on what to fix, but these are the basic things I noticed.
I'm guessing this is going to pass with just a few "if you dont's" even in it's current state.
But, all you can do is wait.
and wait.
wait...
in the meanwhile you should try to make a new one or fine tune you're current one.


Thanks for the review. I'll be sure to fix the respawning goombas to about 5. The trick with the bonus star is that someone might rush to the goal and not try the pipes leading to the exit. I could probably rectify this issue by either removing the bonus star or adding difficulty to the pipe below the exit. I'll probably change the lone mushroom to a fireflower. I'll fine tune my level and see what I can do about the pipe issue. Once again, I appreciate the critique.
I have updated Boswer's Castl to have that extra powerup for you sissies

Level: Supra Mairo Bors 3 - Pippes
Style: SMB3 World 7
Difficulty: 3/5
Notes:
I made a pipes level in SMB3-style. Kinda. It's kind of a blend of the level 2 grass hills level, a desert level (you know the one) and the pipes level. It's not terribly long, but then, SMB3 levels weren't that long.
halibabica
RMN's Official Reviewmonger
16948
from apa649
I'm guessing this is going to pass with just a few "if you dont's" even in it's current state.


You were saying? :3

Mushroom Valley by DarklordKeinor

Decent level!

Deal Breakers

-

If You Don’ts

- The first power-up block contains only a mushroom. Switch it to a fire flower like the others!

- There’s a mushroom on the loose! Tuck it in the ? block above it, and make it a fire flower.

Nitpicks

- It’s almost too easy to find some of your 1-up shrooms. The one above the lone Hammer Bro isn’t too well-guarded. I’d switch the setups of the Hammer Bros. so the single one’s at the start, and the 1-up is guarded by the other two.

- The secret star was a pleasant surprise, but not too difficult to find. About the toughest thing you can do in this map is fly to the cloud platform above the normal exit star. Why not put the pipe to the secret star up there? Change the underground room into a sky bonus area with the same rewards. It’d feel more fitting!

- You use a different style of coin for your final coin trail than in the rest of the level.

- Your pipes don’t look like they quite connect with the ground they’re sitting on. Replace the tiles underneath them with the middle ground tile instead of the surface tile.

Otherwise, good work! You have a nice balance of power-ups and enemies, as well as backdrops and secrets to find. Just an FYI, though, you can expand the territory of a water block by clicking the arrows in the water window. Right and down expand it; up and left shrink it. That way, you can fill a lake with one water tile instead of a bajillion single squares.
author=halibabica
from apa649
I'm guessing this is going to pass with just a few "if you dont's" even in it's current state.
You were saying? :3

Mushroom Valley by DarklordKeinor

Decent level!

Deal Breakers

-

If You Don’ts

- The first power-up block contains only a mushroom. Switch it to a fire flower like the others!

- There’s a mushroom on the loose! Tuck it in the ? block above it, and make it a fire flower.

Nitpicks

- It’s almost too easy to find some of your 1-up shrooms. The one above the lone Hammer Bro isn’t too well-guarded. I’d switch the setups of the Hammer Bros. so the single one’s at the start, and the 1-up is guarded by the other two.

- The secret star was a pleasant surprise, but not too difficult to find. About the toughest thing you can do in this map is fly to the cloud platform above the normal exit star. Why not put the pipe to the secret star up there? Change the underground room into a sky bonus area with the same rewards. It’d feel more fitting!

- You use a different style of coin for your final coin trail than in the rest of the level.

- Your pipes don’t look like they quite connect with the ground they’re sitting on. Replace the tiles underneath them with the middle ground tile instead of the surface tile.

Otherwise, good work! You have a nice balance of power-ups and enemies, as well as backdrops and secrets to find. Just an FYI, though, you can expand the territory of a water block by clicking the arrows in the water window. Right and down expand it; up and left shrink it. That way, you can fill a lake with one water tile instead of a bajillion single squares.


Okay, I've submitted an updated version of the level with the suggested fixes. Thanks for the idea for a sky pipe. I also removed one of the 1-ups and had the regular one guarded by two hammer bros like you advised. Let me know if this new version works.
halibabica
RMN's Official Reviewmonger
16948
from Davenport
Wow. Count me in.

I was wondering when you'd notice! :3
Updated Spinning Hazard one last time:

- Added leafs. I hope your happy! (in the form of ? blocks so you still have to be super to get them. One's at the checkpoint so that one should practically be for free). Personally I find it easier without because you can hold the spin button to ensure you do highjumps off the blades without slowing your descent.

- Did the coins for the sidetrack but they are also not immediately obvious. I call it a middle ground


- I think I changed something else but I can't remember anymore. I may have been drinking tonight.
Because I'm weird: here is the update for Goomba caves and a new level!
Sky Rush
A bit unique possibly gimmick level where you pretty much have no choise but to go forward.
The level has a time limit because of it's design but it's over 2 minutes and you will most likely get to the end
in time even if you slow down since the level isn't long just a bit hard.
Just FYI this level was a pain in the ass to make and even though it is not my best level I'm still rather proud of it.
It was a pain in the ass because the star is so hard to get moving correctly.
Anyways I hope you have fun since I sure as hell did.
I'll judge. I've lost all desire to make levels.
halibabica
RMN's Official Reviewmonger
16948
from ShortStar
I'll judge. I've lost all desire to make levels.
Well, that's too bad. Leave enough quality feedback for stages and I'll hire you on. If the fancy to create does strike you, please don't hesitate! Our refinement process is working beautifully this time around.

Supra Mairo Bors: Boswer’s Castl by kentona

Deal Breakers

-

If You Don’ts

-

Nitpicks

-

welppp

Supra Mairo Bors 3: Pippes by kentona

Deal Breakers

-

If You Don’ts

- There seems to be a slight problem with your Big Fish sprite. I can see a faint box around it.

Nitpicks

- I’m fine with the Note block bridge, but I’m not fine with the piranha plants in the same place as it. Working around the two of them is difficult, and if you have no power-ups, you’ll need the paratroopa’s shell to take them out. This is rather troublesome, especially since the Note blocks limit your jump height. I’d nuke one or both of those plants.

- Your pippes don’t connect with the ground they’re sitting on. It’s visually weird, but really easy to fix.

- I was sad there were no bonuses to be found when I flew on top of the really tall pipes.

Your adherence to tried and true Mario design is paying off! Don’t be afraid to innovate a LITTLE, though!

Goomba Caves by apa649

Deal Breakers

-

If You Don’ts

-

Nitpicks

- I like the solutions you came up with for the rocket board’s troubles, but now I have a new problem with it. It takes godly timing to reach it. Like, nine times out of ten, I can’t make it. And with that big pit at the end of the slide, a player going for it who misses is gonna fall to their death. It also bears noting that the momentum needed to reach that board is enough to carry you right back off it (and into the pit) unless you slam the brakes immediately upon landing. So, uh, move it a tile back, or a tile lower, or something, ‘cuz it’s way too difficult and risky as it is.

I was fine with everything else! This stage has shaped up nicely.

Sky Rush by apa649

Deal Breakers

- This stage goes WAY TOO FAST!!! Like, so fast, that jumps are almost impossible to aim. Do those axes slow the ship down or something? If so, you need more of them. Or a slower speed overall. Or both. SMBX gets really, really wonky when you move a layer this fast (and especially one this size), so a nerf is seriously in order.

If You Don’ts

-

Nitpicks

- I don’t know if it’s even possible to get some of the goodies you hid (that ice flower wtf?!) and I don’t really have the guts to try. I’d look into these things more closely, but that deal breaker has gotta go first.

Mushroom Valley by DarklordKeinor

Deal Breakers

-

If You Don’ts

- In your underground section, the wall on the right doesn’t look like it connects with the floor. It’s a very easy fix, though.

Nitpicks

- The railing on the bridge at the end is disconnected on the one side. I know that one doesn’t have a finishing edge, but there’s another blue railing in the SMB3 backgrounds that does. It’d work as a good substitute.

- When you exit the sky bonus section, you can’t see the ground beneath you, meaning there’s no way of knowing where it’s safe to drop down. Considering there’s a bottomless pit nearby, this is a problem. I’d either add some coins showing the player where to hop down or put a second pipe in the sky section that puts you safely by the exit star.

Otherwise, lookin’ good!

Spinning Hazard by GreatRedSpirit

You must've really been drinking. This is still the same version of the level.
Drinking so hard I didn't notice that I had two zips for the level on my desktop. I must've updated one and uploaded the other. It should be all sorted out now.
Too fast?
Huh, Maybe it's because I play tested it so many times that I got used to it but, to me it seemed like a good speed.
I'll try to fine tune it so that it is still moving with speed but try to make it possible to control yourself.
The couple of power-ups that seem impossible to get are really just bonus power-ups for those who finish the stage since at the last axe the ship stops and a couple new items appear behind at the stage that help you reach them more easily aswell as block some that were suppose to be got during the flight. Hammer bro.
Oh well. I'll get down to it soon and fix the board too.
Currently I'm struggeling with my level #4. (I have to catch up, I can't let kentona beat me in level quantity.)
Your pippes don’t connect with the ground they’re sitting on. It’s visually weird, but really easy to fix.
how?
halibabica
RMN's Official Reviewmonger
16948
You use a different ground tile insead. Use the middle ground tile (and side walls where necessary) so the pipes don't look like they're floating above the grass. Look at Keinor's level for an example. This is only a problem with vertical pipes, btw.
Seiromem
I would have more makerscore If I did things.
6375
I've submitted some levels. I'd like someone to evaluate them so that i might make some changes if necessary.
All implementations and fixes have been put in accordingly. I think Mushroom Valley is done.
author=seiromem
I've submitted some levels. I'd like someone to evaluate them so that i might make some changes if necessary.

Ask and you shall receive.

Airship_G
---------------------------------------------------------------------------
The level flows really well. The only complaint I have is that there is a section right before the checkpoint where giant goombas constantly spawn out of a pipe. Increase the interval of time it takes them to spawn out of the pipe. Also, you use the Super Mario World goombas at one point in the level. I would advise changing those into the smb3 goombas for consistency. Otherwise, I thought it was a good level.

Also, you'll probably get nagged at for using a mushroom at the beginning of the level. Consider changing it to a fire flower or leaf.

I don't have time to play your other level right now. Nonetheless, good luck and keep producing good levels.
author=halibabica
You use a different ground tile insead. Use the middle ground tile (and side walls where necessary) so the pipes don't look like they're floating above the grass. Look at Keinor's level for an example. This is only a problem with vertical pipes, btw.
Not gonna happen, sorry. this is a SMB3 level. (I was 95% sure you were going to suggest this, but in the off chance you had a workable solution I was willing to give you a shot).

Anywho, I fixed it myself because I am awesome.