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

I fixed everything that was listed in your review, Hali. One issue though, was music. I assumed when you said the random change to castle, you meant at the end of the level right? Well I changed it, I'm not sure if you also mean the Lost Woods 1st half as well. Seeing some of these nitpicks in my next level, so good thing I'm fixing them in the next one now. No more instantaneous warps. I'm planning to submit at least 3, that's my target. I'm doing a castle now, in the snowy mountain, keeping with a sort of theme for these levels. My third one will probably be desert tombish. But tell me if too many castles is.. is rather too many castles for one game. Then, maybe I'll stop at 10 castles :D.(Just Kidding)
Again due to my limited time in the mornings I have to retreat a bit and try out the levels later.
I still have a few left to look at and I'm probably
gonna skip some levels if halibabica has already made a review that I have nothing to add.
Just submitted the completed Major Linkage.

I cut it down by about 110kb, which was enough for me to run it smooth again. I had fps on and it was usually around 60, but would sometimes dip down to 50 and appear slightly choppy. Then on a few maps it went into the 40's. I've noticed that maps with any events at all, even if they are not currently running, will lag a bit. The laggiest map is the dungeon where there are 7 npcs to talk to. Even though its a small map and nothing is running, it lags hard. Other bigger maps have even more MOVING npcs and don't lag as much, must be something to do with their messages and preloading it in memory or something lame like that. I also noticed that as I progressed it generally got laggier, so maybe it has to do with the level being so large and as you access a section it takes up memory and if there's too much you will lag. I'll stop making these huge epic level, I swear.

If anyone is having lag, please let me know what sections. I'm going to try splitting it up into 2 levels to see if that helps, but going through I don't have anything else I want to cut.

It still needs work on the sprites, but at least the layout is 100% complete. See if you can find all 3 triforce pieces(no peeking in the editor).
Nice. I'm going to definatly try and play them as soon as I get home which is in about 6 hours.
Also damn seiromem you are pushing out levels fast.
I'm really hoping they are good since I'd hate if you tried to push out many levels just because you want to get many levels out. That's my job!
i'm using my cellphone so I'm sorry for my many spelling errors.
Seiromem's Level pack #2
Magma Caverns

Pros:
Good Concept
Creates a sense of rush and panic!
Incredibly fun after a mild confusion.
Enemy placement for the most part is really good.
Cons:
Poor conveyance at the start.
If you make a wooden platform fall and fail to make the jump you are screwed.
Bonus room uses SMB3 FireFlowers, Main level SMW ones.
Bonus room contains 2 extra Fire flowers!
The last room could lose some of the NPCs.
The Lava monster thing (forgot its name) can jump out of the lava and looks just ugly.
Lower your none rising lava pools by 1 block or else you get burned if you try to make a late jump. (AKA jump at the very edge)

My thoughts:
A really good level in terms of structure, My 2 main cons with this level is the Conveyance at the start, My initial start went a bit like this:
Lovely looking place, Toad? What are you yelling at?
Oh My god LAVA!!!
What do I do?
Bat bird animal things!! I must use them to jump on those sturdy wooden platforms!
Oh my god! this is tricky. Hnnggh finally made FFFFF....
So now I know the platforms fall. So, jumpeti jump jump and WTF? A dead end? Oh wait the level warps... Well F###.
Ahhh... Brilliant story I must say.
And the other problem is the over abondense of MAX height jumps (AKA jumps you can BARELY MAKE)
Also the secret room feels pointless since let's think of this...
LAVA kills you instantly, You get a Fireflower before the part with the switches.
This part contains 0 enemies,and the bonus room 1. The bonus room prize = 2 fireflowers.
So now I have 3 goddamn fireflowers. What am I gonna do with all those?

Funklen Forest

Pros:
It feels like a forest!
Alot of well placed Mushrooms and plants.
Decent sized!
Well designed!
Cons:
The trees are clearly meant to be in front of Mario. This is not the case.
A KAIZO TRAP! (End of first section lower power-up.)
Bonus room IS WAYYYY too hidden. I would have never quessed to go there mainly because it looks like death.
Maybe too many power-ups? 5 RETRIEVABLE on the ground and 2 in blocks.+Bonusroom!

My thoughts:
Pretty cool looking forest level, lots of diffrent types of foliage and enemies.
Sometimes the foliage can confuse you but I think it actually works more to the levels advantage.
Again I found the boss room to be weird much like in "Airship G" maybe it's because I don't like diffrent?
Otherwise the level is rather solid IMO, some of the secrets to me feel poorly excecuted but then again they are not mandatory.
Except the Kaizo Trap, that has to go. Or if there is a weird way of getting out of there hint the player more clearly.
Otherwise I'd say this is a pretty well done level.

The Factory

Pros:
It's a decent level, nothing really special here to comment.
Simple, and it works in a way.
Cons:
Factory? I'm sorry I can't get any factory feel out of this.
I hate those fireballs!!
You gain about 7 to 8 lives at the end.

My thoughts:
Short level and not much to say but, I'm still kinda disappointed how I was expecting a EPIC factory level and instead got a good enough metroid crossover.
Don't get me wrong I think the level is OK but with a name like "THE FACTORY"
I was expecting Gigantic Crushers, Conveyore belts, Generators, Metal blocks, Dark atmosphere and all that jazz.
It's Good enough as it is but I think I got my hopes up a bit too much.
All my cons are in the cons section here I have nothing to add.

@Link_2112 You're level is up next I swear, I'll just have to take a small break.
So after a small break here is Major Linkage!
Link_2112's "Major Linkage" level.

Pros:
Lots of variety
Plenty of routes
Secrets and goodies
Feels like Zelda
Overall design is great
Fair but difficult at the same time.
Cons:
What is up with those holes (like missing blocks shaped as a lollipop?) in section 11?
Buddy, you're bone fish are missing an effect sprite! You can also kill them by just gently lowering your feet on top of em.

My thoughts:
No lag for me!
Start up takes a while but it's not too horrific.
Again had to change the npc 30 something speed to something, which makes the secret wall part a lot harder for me since you can't outrun the ghost eyes very easily.
Not in anyway you're fault I'm mainly telling this to say I have no idea whats beyond it because I can't get through it due to those fast eyes.
But regardless it's a great level all it needs is some last fine tuning and sprites and for me it's ready to go!
The level has some fun little distractions that can help you on your quest or give you hints and tips.
It's also a really artistic level and again shows the effort you have done for this level.
Really a great level! I hope that you would make more for this event!
Seiromem
I would have more makerscore If I did things.
6375
Now it's time to type up all the tweaks and reasons for not fixxing certian things.

First up! Funklen Forest--------
1: The tree backround... i would have no idea how to get it infront of NPCs/ you. I'm still pretty ameture at SMBX o.O

2: KAIZO TRAP! Completely demolished it. er... to put it simply.... Added a pipe for you to get back up!

3: BONUS ROOM! I wanted you to think with, "hey there's some cacti.... hold on are they just floating there? they can't do that! wait... if they can't do that than what are they standing on? lets go down and take a look!"
and it is for that reason i will not fix it unless more than 1 more person says otherwise o.O

Second up! Magma Caverns!---------

1: Those wooden platforms now respawn!!!!

2: There is a message at the beggining telling you to "GET THE HELL OUT WITH THE LEVEL WRAP!"

3: Edited the power up distribution near the end there!

4: lowered the lava you HAVE to jump over by 1 block. and got rid of that lava- dinosaur-yoshi-beasty thing.

Lastly!!!! THE FACTORY---------

1: EXPANDED THE LEVEL.

Made it a little longer, with CONAYOR BELT CRUSHING THINGS!!!!
now it just has to feel like a factory!!!! I aslo added a few useless/usefull monster generating pipes. Also, those fireballs are annoying, But passable nonetheless.... I beleive the music and backround gives it a dark atmosphere D:.

P.S-
The reason i am submitting so many levels is not to make it to the top with level quantity, but to do something with all my free time! plus, I'll most definantly take the time to tweak, refine, and polish the levels where necessary!
It's great that you bring up your own opinions out too, even though I will be making the reviews like normally, nothing I say HAS to be done.
THAT, on the other hand is halibabica's job.
I was atleast cracking a smile when I saw you're way of fixing the convayance problem in Magma Caverns.
You could have gone a bit more subtle, but whatever I quess it works regardless.
And I wasn't very serious with my comments on you making many levels.
I have about 5 levels in progress in which 2 might come up in SRMNB3 and the other 3 probably will be discarded, but my point is that my life for the next month or so is probably going to be SRMNB3 with a little of school and sleep, so I'm not probably the best to talk about level quantities. XD
I'll try the factory again since it seems like it could have gone through a bit of an overhaul while the other two have pretty straightforward fixes.
I'll try and not get my hopes up to 300% this time, but I make no promises.
You'll definatly here if I'm still disapointed.
OH!
Be careful with you're fixes.
Let's see...
It's not that bad they are pretty easy fixes.
---
1P start point preferably at the start of your level!
There are no warps therefore no way of getting to section 2!
Checkpoint could be more further in the level. (maybe after the bridge thingy)
The section at the end of SECTION 1 with the metroid enemies LA.a.A.aGs! (it dropped to like 4FPS)
---
Those are the major ones!
Fix em' and this is fine again!
All around be careful with your fixes or you might make things alot worse.
Thankfully this isn't that bad.
I would have recommended a fast closing slow retrieving crusher, but due to SMBX's horrible speed inconsistencys it's too much to ask.
Really I'm making one and it took 1 hour to fix it near perfection!
It still gets a bit off sync after about 4 minutes in but, whatever!
Seiromem
I would have more makerscore If I did things.
6375
author=apa649
OH!
Be careful with you're fixes.
Let's see...
It's not that bad they are pretty easy fixes.
---
1P start point preferably at the start of your level!
There are no warps therefore no way of getting to section 2!
Checkpoint could be more further in the level. (maybe after the bridge thingy)
The section at the end of SECTION 1 with the metroid enemies LA.a.A.aGs! (it dropped to like 4FPS)
---
Those are the major ones!
Fix em' and this is fine again!
All around be careful with your fixes or you might make things alot worse.
Thankfully this isn't that bad.
I would have recommended a fast closing slow retrieving crusher, but due to SMBX's horrible speed inconsistencys it's too much to ask.
Really I'm making one and it took 1 hour to fix it near perfection!
It still gets a bit off sync after about 4 minutes in but, whatever!

Ahahahaha! Can't beleive i could forget something like that. It actually has happened before o.O made the checkpoint go further! It should be all be good now....

EDIT: I have done it! i have made the crushers fall faster and retract slower!!!! Twas simple really but the thing is it might not look spot on correct... but hey, whatareyagonnado? I aslo think that MAYBE, just maybe, if you wait around like 10 minutes it'll go off by a few blocks. but thats just a maybe o.O Besides, who would wait 10 minutes!!?!?
Good, Good for seiromem...
Now I must go back and plot my evil scheme to rule SRMNB3...
¤EVIL LAUGHTER¤

No, but I'll wait for more levels to come around and do a quick recheck on your levels around the same time.
Alright, I got another level dished out. Snow Mountain Castle, different theme this time. I went for a little more difficult, with some puzzle. There IS also a secret star, tell me if it's too easy, that became a conflicting issue with me. Would people notice the secret easily or no? There's also the option of changing it with my new idea. Instead, I might have a recurring aspect where you have to gather like, the 8 red coins to unlock the secret star in each of my castles. Or something. I'd probably change the forest castle to suit that too. Hmmmm. But anyway, I'll start designing my next level.
Nice!
I'll be trying it out actually immediatly even though it's getting quite late here.
I'm going to leave a quick feedback soon
and possibly if no-one else has at the time I'm gone I'll do a more in depth one
tomorrow about 3PM which is about 16 to 18 hours away...
Fast thoughts on Snow Mountain Castle!
Very intricate puzzle / adventure level.
Not much to complaine.
Puzzles take a bit time to figure out but should probably be solved in 2 minutes or so.
The section with multiple thwomps could use a extra power-up since I died twice there due to my unrealization that you can run underneath fine as mini mario.
The final battle thing I got a bit unlucky with since a Koopa spawned right on top of me ensuring a cheap hit.
I haven't checked the editor yet so I don't know much about real hidden goodies EXCEPT the star which was to be honest really easy to find.
I believe the blocks that lead up should not be immediatly visible from the entrance.
Having them tucked up so that by climbing those stairs you can see em' could probably solve the problem, maybe.
But, otherwise really good asfar as I can tell.
I can't leave anymore details since I'm already hard pressed by time, If I get a chance I'll do it later, unless somebody beats me to the punch.
Also I'm not coloring / spell checking my letter but you already know why so I hope you don't mind.
Really enjoyed it, looking forward for more!
halibabica
RMN's Official Reviewmonger
16858
AAAAAAAAGH I AM FALLING BEHIND

Apologies for the feedback delay. I'm a little too cozy with another deadline to keep up with this so rigidly. SO! I will get back to you fine folks at my earliest convenience (it won't be too long, I swear!).
author=apa649
Fast thoughts on Snow Mountain Castle!
Very intricate puzzle / adventure level.
Not much to complaine.
Puzzles take a bit time to figure out but should probably be solved in 2 minutes or so.
The section with multiple thwomps could use a extra power-up since I died twice there due to my unrealization that you can run underneath fine as mini mario.
The final battle thing I got a bit unlucky with since a Koopa spawned right on top of me ensuring a cheap hit.
I haven't checked the editor yet so I don't know much about real hidden goodies EXCEPT the star which was to be honest really easy to find.
I believe the blocks that lead up should not be immediatly visible from the entrance.
Having them tucked up so that by climbing those stairs you can see em' could probably solve the problem, maybe.
But, otherwise really good asfar as I can tell.
I can't leave anymore details since I'm already hard pressed by time, If I get a chance I'll do it later, unless somebody beats me to the punch.
Also I'm not coloring / spell checking my letter but you already know why so I hope you don't mind.
Really enjoyed it, looking forward for more!


Yea, exactly, the star is easy. I might just go with my red coin idea, I'm not good at hiding stars like that. I'll change the bonus star to a 8 coin type thing(Keeping where the "secret star" used to be for a red coin probably.) Expect some new locations in that level then. And, I'll do the same to Forest Castle, so new locations in that too.
author=apa649
What is up with those holes (like missing blocks shaped as a lollipop?) in section 11?

That's me trying to find the limits of what is seen, so I can remove blocks that don't appear in visual range. Part of my attempt to reduce the file size. Just forgot to fill it in again.

Buddy, you're bone fish are missing an effect sprite! You can also kill them by just gently lowering your feet on top of em.

There a few effect sprites not done yet. They are meant to die easily.

I'll look at alternatives to your problem with the Red-eyes being in the way. There is another way into that secret area. The clues are in the level somewhere! haha Although it's probably incredibly vague.
Decky
I'm a dog pirate
19645
I just made my first autoscroll level!
author=Deckiller
I just made my first autoscroll level!
Where is it?
Decky
I'm a dog pirate
19645
Submitted: Triad Airship.