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

Deckiller has made a level!
You still going to make good on that 3 levels?
I'll try to get to more level reviews when I can actually get to a computer.
6 to 7 crueling hours to go...
Edited Message: Allright! I'll get some reviews pumpin' soon.
Original Message: 80 Minutes to go till I can review...
Deckiller's "DeckAirship / TriadAirship" level

Pros:
Challenging, but fair
Gives you enough time to collect power-ups while dodging the projectiles.
Enjoyable ride
Good boss fight
Looks good
Cons:
To me: the only small thing I found is:
Those enemies that throw wrenches, when they are retracted you bounce on top of them as you would by spin jumping onto a spiny but without the sound.

My thoughts:
A fun little level with a really good design, I can't really find any reason for it to be disliked, and I tried, I tried to find something to nitpick and all I could find is THAT.
Peaceful, Well made, Challenging enough and a Really fun level.

Seiromem:
Checked up your level updates HERE are my notes!
Magma Caverns: I'd say APPROVED (Wait for halibabicas saying though)
Funkly Forest: Error 11: Division by 0 if trying to use your new pipe if the piranha fire spitter plant is also fully surfaced at the same time!
I'd say DENIED (It's an easy fix though just make the warp somewhere else.)
The Factory: Good I like the updates, but for me the crusher was about 1,5 blocks off when I came in.
SO I took the liberty of getting a better one made for you,
It's been about 3-4 minutes I watched that thing go up and down and yet it hasn't gone off even by a single PIXEL.
Here are the Inputs I used:
Crusher DOWN Vspeed = 6
Time = 0,3 sec.
Crusher UP Vspeed = -1.0678
Time = 1,8 sec.

I didn't change the pauses, but for me this setup works as perfect as I can get it.
Do that and I'd say APPROVED. (again wait for halibabica's saying)
Seiromem
I would have more makerscore If I did things.
6375
Alright then! I'll go ahead and fix those changes.
Let's get editing *cracks Knuckles*

EDIT: I have DONE IT! I have edited the crusher to fit those specifics Apa, i also edited the side crusher to act the same in a sort-of way. So much trial and error T.T
But that's beside the point. I've posted the updated versions!
Awesome! I'll actually let halibabica check the finalized products due to a couple of things:
1. Even though I will keep reviewing and I like reviewing I need to focus on my own levels too.
2. I played those levels so much already that I kind of want to see something new.
I'm not saying your levels are dull or anything. I'm just saying I need to play something else too. :)
Decky
I'm a dog pirate
19645
Thanks for the feedback! The wrench dudes...it's definitely an awkward bit. Mario vs. Moon base had the same issue. Not sure of a solution.
I'm doing a temporary downtime for my levels. That's why there are none there, I'm editting them to fit my new bonus star thing. I'm not changing the original design, just adding to them.
@outcry312
OK, I'll check the updates either tomorrow morning or mid-day. (assuming you get em' out by the time, but no rush K.)
@Deckiller
It isn't actually even that bad of a problem, and like you said I'm pretty sure there is no easy solution...
Probably not even a hard one, but definatly not an easy solution.

Also I posted about 2-3 days ago the update for Sky Rush with the BIT slower
speed, break efficency upgrade and added brakes.
If anyone can test it out if the speed (atleast) is good enough or should I slow it down more?
It's not a huge deal right now since there is still almost a month of build time,
but I would like to get my existing levels to the condition where I wouldn't have to worry about them anymore before getting too much into the new levels.
Decky
I'm a dog pirate
19645
I just revised my level to make the tops of the airships move in sync with the rest. I adjusted a few monsters accordingly, and placed a fire flower outside of the box due to a ? box glitch. Makes the level a tiny bit easier, but I compensated by having only a regular mushroom in the checkpoint room (instead of the fire flower ? box, which makes the boss very easy).

Please let me know if it's better/worse/the same :D
halibabica
RMN's Official Reviewmonger
16873
No need to take the current versions of your levels down, outcry. Who knows; you might pick up some extra advice for their next iterations.
Yes I am still busy and sorry for being so.
author=halibabica
No need to take the current versions of your levels down, outcry. Who knows; you might pick up some extra advice for their next iterations.
Yes I am still busy and sorry for being so.

Alright, I'll put them back up there. First Snow Mountain Castle since I havn't gotten to working on that yet. But for forest castle I've already got some stuff worked on, but it's incomplete. I'd rather wait to re-upload that, at least until my basic additions are there, because I'd rather not have half-finished things in the level.

EDIT: Snow Mountain Castle now up in it's original state.
I kind of let go of the reviews today, since I haven't even touched SMBX today.
I'll get them reviews out soon though, but it's not like your waiting for my reviews or anything, right?
I will try to get em' out tomorrow.
I would say "I promise" but if I would hypotetically die after I finish this message than I would seem like a (total) douche.
Otherwise just as a douche...
I was starting to fall behind...

Level: Supra Mairo Bors 3 - Clowds
Difficulty: 2/5
Style: SMB3 world 5 Sky Fortress
Notes: So, you start in a fortress and work your way up, dodging ghosts and whatnot, eventually making it to the top of the fortress. Then you have to navigate across the clouds to find the star. There is a tanooki suit in this level. It used to have a lakitu, but fuck those guys are too HARDCORE in SMBX, so I took him out. Enjoy!
author=apa649
I kind of let go of the reviews today, since I haven't even touched SMBX today.
I'll get them reviews out soon though, but it's not like your waiting for my reviews or anything, right?
I will try to get em' out tomorrow.
I would say "I promise" but if I would hypotetically die after I finish this message than I would seem like a (total) douche.
Otherwise just as a douche...


Well, I believe you already took a look at snow mountain castle. I put that back up there, agreeing with Hali's advice, but it's not different from last time. I'm editing Forest Castle first. My current progress, well, I've made alot of progress on it, but still got plenty more to do. I'm adding two bonus stars right now, and one of them have almost been completed.
Decky
I'm a dog pirate
19645
Currently working on Oasis Ruins, a SMB3-style desert area with two pyramid interiors and lots of yellow blocks with pillars, chains, and black blocks that serve as the destroyed walls. There's some swimming as well, and two 1-ups to be found.

I'll try to finish it today.
Decky
I'm a dog pirate
19645
Kentona, the "clowds" level is precisely what I think people should strive for: fundamentally solid and enjoyable level design. (Don't get me wrong, I LOVE gimmick zones too, but only if they're aesthetically tight and serve to complement the gauntlet of traditional levels.) It's (1) engaging, (2) not overdone, and (3) not trying to reinvent the wheel. It has challenge and exploration all wrapped into one, making it the best level of the project so far IMO.

A few issues that I noticed:

The glowing energy ball in the middle of the first pit. Some players might not know to step on the black sphere at the center. You might want to insert a block or something.

The level does feel a tad bit overlong, especially in the first half. Cutting the thwomp stair room might help alleviate that - it's the only place with the thwomps anyway.

The three blocks at the opposite end of the big pit with the pipe and two doors on the same map....are not really placed in a user-friendly space. I like the running jump that is required above the blocks, but getting that powerup is a pain.

I liked everything else. Good puzzle inside, and fun flying-based exploration outside.

Edit: I just completed the final round of tweaks to Triad Airship. 2nd player start has been placed. Everything else was mostly cosmetic - some of the coins don't float with the airship any longer, and the boss room is more decorated.
New level uploaded at last. It is Bobomb cave, a challenging little level. Enjoy.
OOH My old nemesis returns!
DAMN YOU Error type 13!!
Iäll probably get it to work soon,though.
I'm quessing that the speed mods are the cause of the problem, particularily the ones with a "." or a ",".

EDIT: Yeah I thought so, 1 NPC had a speed of 0,5.
I quess my computor doesn't want anything to go slow...
Darklordkeinor's "Bobomb Cave" level

Pros:
Section number 1 looks great
Unfortunately after that my patience ran out
Cons:
This level is INSANEly difficult, but for all the wrong reasons:
Cheap enemy placement, 9/10 after succesfully landing a tight jump you're immediatly confronted by an enemy with almost zero seconds of reaction time.
No goddamn room to manouever.
You can get stuck in the FIRST and THIRD and LAST sections. Also you can get screwed on the 2nd.
Section 5 on the other hand is too easy and before the EASIEST parts you get the checkpoint?
There are only 2 power-ups to get in this level that are not in the bonus room.
HB-Suit? Forget it it's a goddamn Kaizo trap again.

My thoughts:
Is this level bad?
Not exactly, it's just way too hard.
Now I know that I only gave you 1 Pros and about 6 Cons, but thats because the Cons took all the fun out of the experience.
I didn't enjoy going through this level and it could be because I'm not a hardcore Mario player,
but I haven't had this much problem in a game since R-type Delta's level 5. (which still to this day remains unbeaten for me)
If the difficulty could be towned down a bit at all, I'd suggest doing it.
Now the reasons for my complaints:
I died In section 2 after the moving platform 3 times due to an enemy hitting me upon landing.
In section 3 I died after the lava platform dropped from the buzzybeetle twice.
And those are the two main Cheap places I found, Also the enemies have a tendensy to be very close by the time you exit the pipe fully.
About 80% of the time I died in section 2 or 5 is due to me not having enough room to jump as SuperMario.
First section and Last section same problem if you accidentaly kill the enemy you NEED to hop on top of to proceed and don't make the jump you're stuck.
And before you say no-one is that stupid, no-one would do that. I got stuck like that TWICE!
Section 3 problem the platform never returns, which in it's self isn't a problem. the problem is that my 1st time playing I didn't even realize the platform slipped under. I assumed you continue with another one of those or by some other means, but by the time I realised I need to use the platform till it was too late. Thanks for the distractions this also happened 2 times.
HB-suit? I tried to grab it 4 or 5 times and always ended up dieing.
So that's my (dare I call it) rant for Bobomb Cave.

Kentona's "Supra Mairo Bors 3 Clowds" level

Pros:
Variety
Again Mairo Bors Quality
Lots of space
Power-ups are distribuded evenly IMO
Cons:
Getting stuck...
Cryptic Puzzle

My thoughts:
Excellent...
Level is pretty good, lots of stuff going on and variety.
However despite Deckiller's statement of saying this is the best level in the whole collab so far I would have to disagree.
To me, I enjoyed Mairo Bors Loostleevls more...
The level is good enough I must say and even though my problems are few they still count I'd say.
Now the getting stuck thing I admit was entirely my own stupidity, but is such an easy fix that I think it should be addressed anyway.
In section 3 the first thing you see is a pile of blocks.
Heres my thought process when I first entered this area:
Hmmm.... Blocks, what are they doing here?
I could probably break them...
Yeha! I'm so gonna duck under them and jump smash em! Trolololol...
And slide...no? Slide... WTF I can't get under.

¤Rises up¤
Whoom other side and I'm pretty much stuck.
I don't really know how it happened, but I could not get out of there until a ghost hit me and I could go under.
How to solve?
Simple, make the blocks go all the way to the ground!
My problem #2 is the puzzle, yeah simple as that really. I couldn't realise to use the P-switch on the empty desilate platform.
I think it could be fixed with a simple coin outline around the door.
True if you use it how I think you were suppose to solve it before entering that one door it pretty much screws that way alltogether.
Put then again if you go through it ones without doing it's already impossible to solve it that way.
All and all I really enjoyedd this one, especially the spinning platforms were a really nice touch.

@seiromem
Your new level is up next, but I have to take a break now. THIS took about 2 hours to make...
I've finished the Forest Castle. I added the content I wanted to add, I'm satisfied with it. Next, I'll do Snow Mountain Castle's. I'm also planning two more levels but different from my adventure castles. 1 will be a fast-paced escape type thing, while the other will be a simple level.