Ends 04/01/2012 12:00 AM

Judges
halibabica

It's finally here! The much-anticipated third installment of the RMN community series! And this time, halibabica's in charge!

WHAT IS THIS

Super RMN Bros. is a community collaborative game where everyone uses the Super Mario Bros. X engine to create Mario levels! The stages are made and submitted by members of RMN, then compiled into one big game at the end of the event. Huzzah!

WHAT YOU NEED TO PARTICIPATE

Super Mario Bros. X v1.3, available at the Download link. This is the latest version of SMBX. It has everything you need to get started from the player, the editor, and a sample world.

You can also download the SMBX Graphics Pack by Red Yoshi here. It has a ton of Mario Brothers graphics that you can use in your level with a simple copy+paste!

JUST WHAT IS SUPER MARIO BROTHERS X?

Super Mario Bros X is a freeware game engine by Redigit geared towards having the gameplay features and physics of Mario 3 and Super Mario World while adding a ton of cool features and not having to deal with the restrictions of the old (S)NES hardware. If you want to see what SMBX can do, check out the games here on RMN or watch these videos showcasing SMBX's capabilities!

Games are distributed as a world with levels package they can add to Super Mario Bros X and play from the main game. There is no way to make a self contained game so all players will need to download SMBX in order to even play the game. The game does come with a large set of graphics and sounds like the RPG Maker RTPs so everybody at least has a large number of platformer resources to work with (and it'll keep the download of the actual game itself small).

You can view the RMN engine page for SMBX here.

HELP!

The editor can be tricky to use, especially for beginners. You can ask questions on our SMBX Help thread on our forums! If you have any questions go there for some tips or helpful links.

We also have a tutorials section on RMN for SMBX.

SUBMISSION RULES

  • Levels must be made in SMBX v1.3 .
  • I don't know if you've ever made Mario levels before. There are dozens of hacks and roms out there, so it's possible you've played custom levels or created your own. However, this project is being made specifically in the SMBX engine, so if you want to contribute, you have to use that. You can download it here.

  • Levels must be made FOR THIS PROJECT
  • So, you've used SMBX before, huh? Hey, you can just submit levels you already made! Right? WRONG. If you didn't make the level specifically for RMN Bros. 3, you're not allowed to submit it. Do not just zip up the levels of your personal project and dump them in here (Davenport, I'm looking at you). Everyone has to start from scratch. And if I catch you trying to submit a pre-made level, ooh, I'll, I'LL- ...deny it. Simple as that, really.

  • Levels must end in ONE SMB3 STAR
  • Starman doesn't work in SMBX like it does in the Mario games of yore. Each one you collect instead adds to your star count. There are two kinds of stars in the engine: SMB3 stars and SMW stars. The latter adds to your star count, but doesn't end the level. The former concludes the stage when collected. Each level must have ONE and ONLY ONE level-ending star. However, you can have any number of SMW stars (covered later).

  • There is no limit to the number of levels you can submit.
  • Beyond these four rules, the sky's just about the limit. There are a few other criteria your levels must meet for them to be accepted, but they're nothing huge, and are as follows.

LEVEL CRITERIA

  1. Checkpoints
  2. Theoretically, every level should have one of these. It's the SMW checkpoint object that lets you continue from partway through the level. Unless your level is extremely short, it should have one. If it can't have one for specific reasons (auto-scrolling, switch block/character shenanigans, etc.), it's recommended you not make the stage too long. Also, SMBX can only support one checkpoint per level, so placing multiples doesn't work.

  3. Power-Ups
  4. Your stage should have a good balance of items that are helpful to the player. ? Blocks should never contain lone Mushrooms; don't be afraid to give the player a Fire Flower or Leaf. On the other hand, exceptional items like the Tanooki and Hammer Suits should not be easily obtained. Use discretion with where you place items. One at the start and one after the checkpoint would be the least you could do. Also, pick items that the player can put to good use. A Fire Flower in an area with monsters immune to fire does the player no good; maybe an Ice Flower or Yoshi might be better instead. On the subject of Yoshi, he's a power-up like any other, and no restrictions are being placed on his use. Similarly, all styles of Kuribo's Shoe are allowed. Just remember, these things are very helpful, so choose carefully where you make them available.

  5. Banned Objects
  6. Your level must not contain any of the following items. If it does, you will be required to remove them.

    • SMB2 Crystal Ball, SMB3 Roulette, SMB3 ? Ball, SMW Keyhole, SMW Exit Gate
    • All banned for the same reason; they end the level. All levels must end with an SMB3 Star. No other exit type is allowed.

    • SMW Bowser Statue
    • Banned due to its glitchy hit box. You can still be hit by its fireballs while standing on top of it. Use the SMB3 Bowser Statue instead!

    • SMW Dry Bones
    • Banned for its stupid hit box. You may place Dry Bones in your level, but all Dry Bones in the project will use the SMB3 sprites instead.

  7. Unbanned Objects
  8. These are objects that were disallowed in the past. I'm permitting them for the reasons stated.

    • SMB3 Lakitu
    • This was banned in RMN Bros. 2 because it behaves erratically. You may use them in your levels, but be very careful when you do. They aren't impossible to deal with, but they can make situations extremely difficult. You'll definitely hear from me if it's a problem.

    • SMW Star
    • These were formerly banned because they didn't end the level. You may now use them as bonus secret stars in your stages. The player can collect them on alternate paths, but must be able to return to the rest of the level after grabbing them. More on these later.

  9. Different Characters
  10. This is, first and foremost, a Mario game. Mario will be the only character available to play as, but that doesn't mean you can't use the other characters. If you want to make a stage involving Luigi, Toad, Peach, and/or Link, you must specify so. Include the appropriate character block at the start. If you don't, I'll assume the stage was meant to be played as Mario. You don't have to switch back to Mario at the end of the stage, though. I will manage character swapping in the hub area.

  11. Player 2 Start
  12. SMBX has the option to play with a friend by sharing a keyboard and crowding around a monitor. There is no way to disallow a multiplayer game, so be sure to include both P1 and P2's start positions in your levels. HOWEVER, this is all you need to do to accommodate the second player. Making a balanced one-player game is difficult enough, so don't sweat it if something doesn't quite work for multi-mode. I'm not checking two player compatibility; you don't have to either.

  13. Secret Stars
  14. Each stage must have only one SMB3 level-ending star, but you can have (almost) as many SMW stars you want. Before you go throwing secret stars everywhere, though, you should understand how they work. The most important thing to know is that you can only have one star per section of a level. That's not my rule; that's a quirk of SMBX. It can only register one star per stage section, as it flags all stars in that section as 'collected' if one of them is found. Because this is the case, any secret stars you place must be in different sections than the star that ends the level. Incidentally, this also means the most stars any level can have is 21. Don't worry; if you mess it up, I'll tell you about it!

  15. Water Must be SWIMMABLE

    You can set waterfalls to either be swimmable or not, but ordinary water must always be. Don't fill your pits with water if they're supposed to be bottomless.

  16. Misc. Stuff
    • Pipes, Doors, and Carry Items
    • By default, all entrances in SMBX are set to disallow the player from carrying an item with them through the portal. If your level has objects the player may want to bring with them, be sure to set your entrances properly.

    • One-Tile Passages
    • Avoid making paths that are only one tile high. If Mario stands up in one, he zips through the wall in the opposite direction he's facing. In some places, this isn't a problem, but in others it can break the game. Spare my telling you to fix it and avoid creating such circumstances.

    • Ceilings
    • If you're making a water level or Mario is able to fly, you may want to block the area off the top of the screen so the player can't soar over everything. In aquatic stages, one could swim past everything from up there, so it's extremely important to include (same goes for underwater pits, actually). Of helpful note: one block placed above or below a level's boundary will create an impassable wall.

STORY AND TUTORIALS

Nothing too complicated here. Mario, Luigi, Toad, Peach, and Link have fallen into RMN's Pit of Challenges, where they must collect the stars from our levels if they ever hope to escape. The main villain is not Bowser, Wart, Kamek, Aristocrab, or anyone seen yet in the world of Mario. I will be making the final level myself, and the final boss is...me! Because by the time this is over, you will all want to kill me.

I will also be making a tutorial level that explains the mechanics of SMBX, covering both the basics and the advanced stuff. So don't bother explaining to the player how to break blocks with their tail or spin jump on Thwomps. I've got it covered!

TESTING AND FEEDBACK

This iteration of RMN Bros. is going to put greater emphasis on play testing and providing feedback for levels. I will be playing each level personally and leaving feedback the developers can use to improve their stages. My feedback will be divided into three categories:

  • Deal Breakers
  • These are things you MUST CHANGE or your level WILL NOT BE ACCEPTED. These include all variety of game breaking errors and poor balance/design. I will provide thoughts and ideas on how to fix these, depending on the complexity of the problem.

  • If-You-Don'ts
  • These are things that, if you don't change them, I will. These include things like levels without checkpoints, blocks containing only mushrooms, or levels with unfitting power-ups. If you don't make these corrections, I'll see to them in the end.

  • Nitpicks
  • These are small complaints of low importance. Things that would make the level look or feel nicer, but aren't really a problem on their own. These will most likely be aesthetic in nature, and they don't have to be changed for the level to be accepted.

    Although I will be testing each level thoroughly myself, I strongly encourage others to do the same. You don't have to follow the same methods of providing feedback I am (in fact, you don't really have the authority to!), but every bit of criticism helps.

ADDITIONAL STAFFERS

This is a big project, and it's very bold of me to be managing it alone. That's why I'm leaving open two spots for other users to join me in running the show. But you can't just sign up and say "Hey hali I'll be your game management bro." You have to PROVE YOUR WORTH. How, you might ask? By playing levels and leaving feedback! The more in-depth, the better. Show me you have what it takes to contribute to this project, and I'll let you in. If you can't handle the work, I have no reason to hire you.

Duties of these staffers would include testing others levels and leaving feedback, as well as helping refine my own stages, tutorial, hubs, and so forth. I'm a tough critic, but even I can't face my own work alone!

PROJECT TIMELINE

Signups begin NOW, and EVERYONE is free to join! The project will run for one month (thirty days), and levels may be submitted for testing during this time. When the month is up, no more levels will be accepted. Existing levels may still be updated based on feedback. I will do my best to have the whole thing compiled just one week after the event ends. Then we can download and enjoy!

Registration

You must be logged in to sign up for Super RMN Bros. 3.

Posts

halibabica
RMN's Official Reviewmonger
16903
Your advice is duly noted, apa! I will update Picky Picky.

jack, bored as you may be, we're not here to keep you entertained. I'd suggest you put that time into thinking how you can expand your levels (they're almost all still really short and bland!), but it sounds like you're not in the mood for that.

So...go play a video game or something. Anything is more entertaining than checking RMN every five minutes to see if your notices are glowing.
Sorry, I wasn't in a good frame of mind, my cat had bitten my thumb so that didn't do me good
author=halibabica
Anything is more entertaining than checking RMN every five minutes to see if your notices are glowing.
I know... Its just i've got nowhere to go, nothing to do, so I just use this place as not just a game-creating haven but somewhere someone over than my household Talks to me other than looking at me...
Basically, I need a life

author=halibabica
I'd suggest you put that time into thinking how you can expand your levels (they're almost all still really short and bland!), but it sounds like you're not in the mood for that.

You know what... I'm going to create another level
I think that this is lacking Ghost houses for this game and not Mario's Mansion...
author=jackalotrun
Sorry, I wasn't in a good frame of mind, my cat had bitten my thumb so that didn't do me good
author=halibabica
Anything is more entertaining than checking RMN every five minutes to see if your notices are glowing.

I know... Its just i've got nowhere to go, nothing to do, so I just use this place as not just a game-creating haven but somewhere someone over than my household Talks to me other than looking at me...
Basically, I need a life

author=halibabica
I'd suggest you put that time into thinking how you can expand your levels (they're almost all still really short and bland!), but it sounds like you're not in the mood for that.


You know what... I'm going to create another level
I think that this is lacking Ghost houses for this game and not Mario's Mansion...


You can talk to people on RMN, however, do it in the forums. That is what that section is concerned with. This particular posting area should only concern and pertain to this project. No offense to you, but I don't like to see notices and only see a useless post. Not calling you useless in particular, but we have other things to worry about rather than handling your boredom issues.

Anyway, good luck with your Ghost house level.
Ignore all that crap
I got a new gamecube which I am spending hours on...
Anyway i've got a Ghost House to make...
It'll be out by tonight hopefully
Oh and is it okay if i use a SMB3 Dry Bones???
author=halibabica
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.



Yes, yes it is.
Ok, uploaded
Blasted Boos
It is possibly my longest level ever...
It contains a large side-wrapped tower, boss battle, spike trap (A wall of spikes flying at you at high speed) and even a secret star...
Enjoy, I will create a side-wrapped sequel to Vivid Void to make up for its lack of level-wrap
I might aswell make a review, since my SMBX just crashed and with it an entire section of work.

jackalotrun's "Blasted Boos" level

Pros:
Nothing is really broken
Level is suprisingly well designed
Decent challenge

Cons:
You need to have an extra block outside of the level boundary on both sides of the level wrap.
Your level supports number of gimmicks, but they don't quite fit together
Some places look really dull, or/and have unfitting music. (f.e.spike trap)
The level seems rushed toward the end

My thoughts:
Terrible? No.
Exccellent? No.
It's a pretty hit & miss level. Some parts seem clever or original.
Others are good ideas, but not thought out to the end.
And some parts just feel plain sloppy.
Well, okay that doesn't help much, so let's dive a bit more into it.

Outdoors!
Simply acts as an exit/entrance to the ghost house, like it should.
Oddly, the exit does not fit with me well.
The exit warp from the secret star room would look better if it would...
A:Have some of the actual pipe in it aswell.
B:Be somewhere else than in the ground.

Indoors!
The level lies here, but it has multiple areas so to keep this page reasonably lenghted,
Here are the individual sections!

The climb that actually is pretty good!
This was for the most part, the best part of the level.
The gameplay was solid I didn't feel like the level cheated me and aslong as you use common sense everything is pretty simple.
For a ghosthouse I would've expected more puzzle elements. (Looks at own entries in Mario's Mansion) ... Shut up.
And as I said it needs blocks to guarantee that you will get to the otherside, or if the otherside has a wall, Block that route. Worst case scenario = death or getting stuck.
Gimmicks here were mild and mostly associated in some form the use of level wrap. The overaboundance of Iceflowers might have been a bit too much, but I won't complain.

The Letdown bossfight!
First of all.
Bossfight? Already?
This is the 2nd room in the castle and I'm at the boss.
Plus he's a total pushover.
Spinjump over, grab the scepter and move on.
This section at this state is POINTLESS!

It's a Trap!
Nah, I got killed once here...
The trap was intimidating at first, but it quickly died out since it's a pretty straight path you have to follow.
It's an okay section, but really bland and forgettable for what should have been an intimidating, dark moment.

The Descent that is 3 times shorter than the Ascend
Yeah, It's again pretty forgettable, not really anything fancy couple of enemies... BLAH.
Only real notable thing here is the last drop.
I died there cause I landed straight on top of the ghosts due to poor visibility.
Other than that, this section is just bland. Nothing really sticks out among the other scenes.

The horrors of the Scary Secret star!
That was... easy.
This place would work out 20 times better as a traditional ghost house puzzle.
You know hidden paths, level warping to places you wouldn't think of to warp first...
As it is now, it's just a free star if you retry the level and go through the only logical alternative where the secret star might be.


Overall:
It's longer than your other levels, but towards the end...
Damn it get's boring.
FROM the LAST SECTION of the entire level I only remember 2 things:
You go down...
There is a pipe and a door at the bottom.

That's it...
Improve the end, fix the minor problems and it will be (probably) a lot better.
--End of Review--
Ok my big plan- Screw the boss fight and the spike trap and the descent, i will find something more fitting for the secret star... glad the ascent went good... partly...
Ok my big plan- Screw the boss fight and the spike trap and the descent, i will find something more fitting for the secret star... glad the ascent went good... partly...
-Sorry it double-posted, Is this RMN Bros going to be a hub world or world map game because personally, I would like a hub world which starts in Peach's Castle (as usual) and there are some pipes leading to all the different worlds which have the classic pipes around (just not as scattered, just maybe a puzzle or enemy in front of each pipe instead of having to find the pipe through a daunting maze of traps and enemies as of RMN Bros 1 but more like the minisections when you enter one of the pipes)
halibabica
RMN's Official Reviewmonger
16903
I'm falling behind agaaaaainnnnnnn!

Work has been brutal the last few days. I'll try to get some feedback up tomorrow. There's less than a week left, guys!
In that case, Coffee and Donuts 2 might be my last level, unless I manage to squeeze out a gem during the work week. Good luck to everyone else.
I'll push out my final level out tomorrow, hopefully.
Darn this has been a long project. I'm starting to see the light at the end of the tunnel though.
LEECH
who am i and how did i get in here
2599
Finally done the changes to my level. (I thought i had already done it, but hadnt... *Facepalm*)

Anyway, im uploadin the new files now.
Halibabica, when you are ready with the beta stuff, just let me know where I'll get em' and I'll dowload it/them.
Halibabica, when you are ready with the beta stuff, just let me know where I'll get em' and I'll dowload it/them.
sry dubbel post.
(I thought my touch phone didn't register it at first, but appearantly it did)
author=halibabica
I'm falling behind agaaaaainnnnnnn!

Work has been brutal the last few days. I'll try to get some feedback up tomorrow. There's less than a week left, guys!
I was pretty much finished with this a week ago, tbh!
halibabica
RMN's Official Reviewmonger
16903
from Mr. Perfect
I was pretty much finished with this a week ago, tbh!
Well, we can't all be you now, can we?

Ugh. I'm having some technical difficulties. In my next level, I'm respriting the Koopa Clown Car, but when Mario enters it in the level, it reverts back to its normal graphics instead of the custom ones I made. I don't know where SMBX is getting the sprites from, and if anybody does, please tell me so I can replace them properly. o.o

Also, feedback fail. Today was too busy.

EDIT: It seems the clown car is hard coded into SMBX, and its driving graphics can't be changed. welppp
LEECH
who am i and how did i get in here
2599
author=Link_2112
I better get my ass in gear

Yeah link, you better.
Ah. Didn't get any real progression today...
Tik tok...