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

Sorry but I cannot make it more desert like than I have (Backgrounds, my secound downfall!)
I hope my secound one pleases, I've spent much more time on them
halibabica
RMN's Official Reviewmonger
16858
Before you get started on compilation three, I'd like you to at least try to expand your stages from the first. More isn't always better, and I'd rather see three decent length, quality stages than nine or ten mini ones.

That said, I have some general advice for both you and your brother, Tomstar. I've noticed the same things cropping up in most of your levels, so I want you to focus on these next points.

First, as I've said, they are very short. They're so short, they'd be all right without checkpoints. I don't want you to cut out the checkpoints, though; I want you to expand your levels. Put new ideas to use, or create new spins on old ideas. You have so much potential just begging to be tapped, but instead it cuts off with the SMB3 end border. Start SMBX, select your level's right border, then hold shift and right for about eight seconds. Set the border where you stopped, and don't stop making the level 'til it's full.

Second, your levels are practically barren. They lack the small rewards that drive the player to explore them. Tomstar had some better luck here with hidden secrets, but all your levels could use more coins, ? blocks, and power-ups to collect. The power-ups aren't a problem at their current length, but that's because they're too short anyway. With a more appropriate length, you'd need more than just one or two power-ups.

If you can overcome those two things, you can make your stages really shine. That said, here's some more specific feedback for the first three levels of each of you.

Great Grasslands by Tomstar

Deal Breakers

-

If You Don’ts

-

Nitpicks

- the underground section was very small and delivered me right to the checkpoint. Then I found that the pipe to enter it was a hop and a skip away from the checkpoint anyway. This level really needs to be longer.

- that tanooki suit was practically a freebie! The most I’d hide in that spot is a 1-up shroom.

- your pipes look like they’re floating above the grassy ground. There are a few ways to fix this; take a look at the pipes in kentona’s Pippes level, or DarklordKeinor’s Mushroom Valley. You can make them look connected either of those ways.

Cold Clouds by Tomstar

Deal Breakers

-

If You Don’ts

-

Nitpicks

- you could use more enemy variety than just basic koopas and paratroopas.

This level is passable as is, but could do well with my general advice up above. It feels very bland; there's lots more you can do with this theme.

Brilliant Battle by Tomstar

Deal Breakers

- drop in a power-up at the start. Even just a mushroom would be fine.

- if killing one special foe is supposed to remove all the others, make it consistent for the whole fight. Some monsters don’t disappear when their special counterpart is defeated (the goombas, bots, shy guys, and snifits all don’t vanish).

If You Don’ts

-

Nitpicks

-

I really like the concept of this level, and it's fine that it doesn't have a checkpoint! The length is perfect as is, so I hope you'll fix those two deal breakers (it should be very easy to). This was easily the best of you and your bro's stages.

Crystal Cave by jackalotrun

Deal Breakers

-

If You Don’ts

-

Nitpicks

- well, you added a ceiling, but it’s just a borderline along the top. Caves have variance in their shape. Try matching the ceiling to the ground below it a little. Twisted passageways are much more interesting than all that space. You can lower it in many places without cramping Mario in his jumps. It will give the level a better feel.

Desert Dunes by jackalotrun

Deal Breakers

-

If You Don’ts

-

Nitpicks

- your vase section is still off-center with the screen. As for making it more desert-y, there’s a background block tile in the SMB3 backdrop tab that would work better. It looks like wood grain, but even that’s better than bricks. The sandy tiles next to it could also be a good replacement. Lastly, the blue swirly blocks just don’t fit, either. SMB3’s little wooden blocks would work better. Aesthetics are important!

- speaking of aesthetics, your palm trees look like they’re hovering above the sand in places. One more background trunk tile placed behind the sand would remedy that.

Wooden World by jackalotrun

Deal Breakers

-

If You Don’ts

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Nitpicks

- follow my general advice for this. Everything else was fine.

You two are off to a good start, but that's all it is: a start. It all feels so unfinished (except Brilliant Battle). Before you jump into making more new stages, please try to work on making your old ones longer and less empty.

halibabica
RMN's Official Reviewmonger
16858
D-d-d-d-d-double post HWAAAARGH

Blazing Brittalion by jackalotrun

Deal Breakers

- This is quite possibly the shortest stage you’ve made yet. Even Brilliant Battle lasts longer than this, and it’s only one screen! You’ve gotta put more into it than this. There is such a thing as too short, and this is it.

If You Don’ts

-

Nitpicks

- your title…I think the word you’re looking for is ‘Battalion’.

- if you don’t know how to make the tanks move, look it up in SMBX’s manual. Having them all just sitting there is indescribably sad.

Rockin Retro by jackalotrun

Deal Breakers

-

If You Don’ts

-

Nitpicks

- once again, this is barely long enough.

- I like the retro theme, but it’d be best if the whole level were consistent with it. The castle at the end had almost no resprites at all, and the power-ups didn’t match their old-school counterparts. Go all out; the graphics can be found. Typing ‘SMB1 sprites’ into Google would probably find them no sweat.

- the music for the stage is cool, but the switch up to the boss theme at the end is really noticeable. About the only standard SMBX song that would suit it is SMB2’s boss theme. I’d switch to that if I couldn’t find a suitable remix somewhere else.

Vivid Void by jackalotrun

Deal Breakers

-

If You Don’ts

-

Nitpicks

- one of your best so far! I was hoping for more after the boss. That’d be a better place for the checkpoint if you made the part after longer. It’s a better length than your others, to be sure, but it could use more.

- level wrap would be amazing here, and make for some good potential if you extend it higher.

- as with my general advice before, it needs more stuff! Collectibles, power-ups, length, baddies, variety! Don’t limit yourself so much!

----------

I will look at outcry312's updated stages tomorrow. Been a long day. Jackalotrun, please heed the advice at the top of the previous post. If you have an idea for a new level, tack it onto the end of one of your existing levels instead. F'reals.
author=halibabica
I will look at outcry312's updated stages tomorrow. Been a long day. Jackalotrun, please heed the advice at the top of the previous post. If you have an idea for a new level, tack it onto the end of one of your existing levels instead. F'reals.

Btw, with my graphical change with the lava. When a enemy dies, it still splashes red lava. I tried to find the effect graphic of it but can't find it. If you know which graphic it is, tell me. To see for yourself, throw a shell in lava or something. You'll see what effect I'm talking about. I looked all over for it.(For Snow Mountain Castle by the way)
It shares the same graphic as a fireball jumping in / out of the lava.
If I remember correctly it was pretty early in the effects. Like # 20 or something. Again I don't have smbx which to check it out from.
Notes:

Consider Brilliant Brittallion gone
I shall attempt improvements...
Oh and you said hold for 8 secounds... I've been basing my work on three... DOH!
I should have a better (Hopefully I'm impressed how effective the 8 secs thing is) 5 levels tonight in a "MEGA" Compilation of all 5 (Minus Blazing Brittallion)
halibabica
RMN's Official Reviewmonger
16858
You do realize you could give Blazing Brittalion the same treatment and make it work, right?
Sorry but I am no good at Tanks levels and shall abandon such project
author=apa649
It shares the same graphic as a fireball jumping in / out of the lava.
If I remember correctly it was pretty early in the effects. Like # 20 or something. Again I don't have smbx which to check it out from.


That effect is actually those pink guys, and there is no fireball effect included in effects. I found the fireball in NPCs, changed that, but still didn't change anything.
I've decided to leave Vivid Void and Rockin Retro (With the exception of minus the end music) Otherwise, hopefully last edit!
I hope my levels please you, I added a Boss Blitz to replace the Brittalion (Please download seperately)
well than I have no idea I'll investigate more when I get home.
author=apa649
well than I have no idea I'll investigate more when I get home.


Thanks for taking the time to do so if you do. I'm trying to make the level have a more icy feel, with... Ice Lava... yep, it's possible :D.
Seiromem
I would have more makerscore If I did things.
6375
Awww come on!
I was gonna do something VERY similar, if not EXACTLY ALIKE Brilliant battle D:
Oh well. Guess it's time for more brainstorming.... Putting on thinking face....
(@.o)


EDIT: Also, a question for you, Hali. I've got the sudden urge to make THE MOST frustration inducing level OF ALL TIME. But I know it'd just be rejected for the very same reason. Unless you could make it a bonus level, where people have an option to "play" the level for bonuses, or for a feeling of some great achomplishment. Just a wonder i had.
halibabica
RMN's Official Reviewmonger
16858
I won't let anything Kaizo into RMN Bros. 3. Make it if you want, but be ready for the hammer of justice to come crashing down.
Resubmitted Smash, Bro.

I redesigned most of the second half. I didn't touch the first half.