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
16873
from mariomanty2
is it too late? i can fix the problems

Not at all!

from Link_2112
is there a deadline for this current phase?

It's indefinite. I intend to give a 24-hour warning when the end is nigh. I wouldn't wait for that, though.

If you want to slow me down, you can keep updating your levels. Just like this! I'll check these out again later.
I'll try to get my updates out today AND review hali's levels
Payback time!

Probably not...

ALSO I still can't access my computor.
My brother is very cunning indeed...
And lazy, stupid, retarded etc.etc.

My main priority though at this point is fixing that damn error.
I have a backup plan, but I'll try to fix it regularily first.
author=Isrieri
Just tried out Mario in Heat.
And that sir, is how it is done.

Mario in Heat, Power Plant, and Mario in a Flash. You, me, and UPCR are now the mega man triumvirate. Even though you say the spinny guys' deaths aren't quite right it still looks okay to me. Very fun stuff! Especially the boss and the disappearing blocks.

Now I look totally lazy because you guys actually went and made your levels "aesthetically accurate."

Thanks! I'm considering making an entire game of Mega Man levels.
I'll be honest, I didn't half expect most of the levels to get accepted, I will try a different tactic of level production next time...
But until then, I think i've done all i'm going to do, too many levels and not enough time to do em...
As for the Cold Clouds name problem, just rename it Cool Clouds...
Updated and ready for another go!
My Locker - Media - Hammer_Hideout.zip

Hopefully THAT one is much better, I believe 1 nitpick is still left standing, but changing that would pretty much mean changing the level almost intirely...
And I'm not going to modify my level THAT much.
I'll start halibabica's levels testing...
Soon.
However (AGAIN) I wont be notifying music probably at all.
Since, I test all of my levels with sound mute and Dream Theater, Metallica or something like that on the BG
TODAY: Machine Head
author=apa649
Updated and ready for another go!
My Locker - Media - Hammer_Hideout.zip

Hopefully THAT one is much better, I believe 1 nitpick is still left standing, but changing that would pretty much mean changing the level almost intirely...
And I'm not going to modify my level THAT much.
I'll start halibabica's levels testing...
Soon.
However (AGAIN) I wont be notifying music probably at all.
Since, I test all of my levels with sound mute and Dream Theater, Metallica or something like that on the BG
TODAY: Machine Head


Good choice of music. I more so listened to classic rock when I did my levels, but metal works too.

@jackalotrun
I'd at least fix the levels that supposedly are lacking detail. Do remember that people are going to download this when this project is done. I haven't played any of your levels (because I'm waiting for the finished product to be released), but you should consider putting at least minor touch ups on them.

It's your choice. Don't let me influence your decisions or anything. I guess my problem is that your attitude towards this project is a mere oh well.

Regardless, best of luck to you.

@Halibabica
Good luck making the final level. Can't wait to be play the game when it's done.


I hope to update Stop the Clock, but I can't get to a PC with internet till next week (writing this on my phone).
So, I got Some of your (halibabica) levels reviewed however some are still missing.
I'll continue more so later. Either tomorrow mornin/evening.
Only about 3 left!

However I really need to get my school/evening chores done.
I can't leave all of those in the morning.
Sorry, I have enough time to put the occasional message on the board at the moment
... I'll definitely do better next Super RMN Bros (Super RMN Bros: The Lost levels or Super RMN World?)
If there is a next RMN Bros, it'd probably be called Super RMN World.
We need Super RMN Bros: USA



or maybe RMN Bros: Lost Levels would be more apt.
Seiromem
I would have more makerscore If I did things.
6375
Updating now.
Should be a while but Hopefully Ill get everything addressed.
And what the hell! I could've sworn I already updated about Half those nitpicks!

Progress-
Mario In the Mines-attempting to figure out how to update now
halibabica
RMN's Official Reviewmonger
16873
from kentona
If there is a next RMN Bros, it'd probably be called Super RMN World.

This sounds like the greatest idea ever.
author=jackalotrun
What after that - Super RMN 64...
I kill myself if we get that far.
author=halibabica
from kentona
If there is a next RMN Bros, it'd probably be called Super RMN World.
This sounds like the greatest idea ever.

Let's start on it right now!
halibabica
RMN's Official Reviewmonger
16873
If by 'right now' you mean 'this time next year', then yeah! LET'S DO IT!

Bowser's Lava Castle, Sky Mountain, Castle Notsobad, Stratosprint, Blood Ocean, Coffee and Donuts 2, and Satellite of Love have all been perfected!

Isrieri's Labyrinth
Nitpicks

- yay, the pipes stand out now! But they kinda stand out more than they need to. This has gotta be the nitpickiest nitpick ever, but I think they’d be better yellow. My reason for that is that yellow goes more aesthetically with green, which makes the pipes seem more natural in the maze. If they look more natural in the maze…it makes them less conspicuous. It strikes a perfect balance between suspicion and unobtrusiveness. The player will have to enter a few of them before they pick up that all yellow pipes can be entered. It’s the best of both worlds, imo. Please don’t hurt me.

- hey, um, you know SMBX has the Hazy Maze Cave theme built in, right? Do we need the extra mp3?

nin8halos' Mario in Heat

Nitpicks

- I think the blue guy's death effect is messed up because the original has different proportions than the new one. Try making them both the same size.

- I can fix the music for you. It loses its intro, but it loops perfectly.

Davenport's Molten Valley
Nitpicks

- glad to see the block’d mushrooms gone, but fire flowers are practically useless here. Leaves would be much more helpful. I’d change them all to that.

- that backdrop, man. It’s so awful. Do you really need to edit the SMB3 tanks at all? Any changes you made aren’t worth the overall crapifying of it.

Isrieri's Power Plant
Nitpicks

- if adding more blocks causes SMBX to Chernobyl, perhaps you should split the maze up into different sections. You can use the section cloner to break it up, though there’d be a lot of erasing involved (but I’d be willing to do that part for you). It’s up to you.

Davenport's Splinter Bay
Deal Breakers

- again, the saws in the second section need to move closer to each other. Either that, or give the player leaves instead of fire flowers. It’s too difficult to time!

Nitpicks

- glad you added platforms to help the player back on the boats, but now they can swim under all of them and complete the level with ease! You need something underneath the final ship to block the player from swimming too far. However, I’d also put a reward of some sort down there so they don’t think the trip was worthless. Maybe move one of your 1-ups down there from somewhere else (the bubbled one at the second boat would do well to be relocated).

- I see you fixed the bridge between boats, but now it is even weirder than before. The pipes don’t line up with the platform they’re resting on (because of the type of block used). At least use a solid plank like the ships are made of.

- your water looks very grainy! Is there nothing you can do to fix it?

- don’t place doors if they’re impossible to reach. It’s misleading to the player. I’m talking about the one on the second ship. If you want to use that custom door, why not have one lead into section 2?


WARNING! NEW CHALLENGER APPROACHING!

Seems apa649 wasn't the only one thrown off by my April Fools Day prank.

hedge1

First Level - Toad's Gold Mine???

Deal Breakers

- I like the concept, but it has a lot of issues that need worked out before it can go in the game! First and foremost, it’s possible to miss the first mushroom. The player will definitely need it! I’d just put it in a block outside the entrance pipe.

- the spikes that lace the cave floors and walls sometimes disappear before I reach them. I poked around for the cause, and I noticed that the four coins at the level’s start call an event when picked up. The ‘level start’ event happens the moment a level begins, so you don’t need to have an NPC call it. More importantly, by picking up an even number of those coins, you make the spikes disappear (along with some other stuff). I’d nuke the problem coins and remove Spikes from the list of layers that are hidden at the start of the level.

- I can live with the elevator needing a kick start, but the blue switch glitch MUST be fixed. If you don’t restart from the checkpoint, then it flips between the spikes and switch blocks instead of making both disappear. I’m not sure why that’s happening, but here’s what I’d do: resprite a regular block as the blue switch block and place that on the same layer as the spikes that are being removed. That way, the switch will always make the blocks and spikes disappear.

- unfinished. I hope you’re able to sort it all out in time.

If You Don’ts

- section 1 needs music!

Nitpicks

- the Toad that explains the elevator disappears after you talk to him. If this is necessary for event stuff, at least have another Toad appear to replace him. You can do that with layer shenanigans. I can explain more if need be.

- the lava between the pink pipes looks a bit strange since the pipes don’t line up with its edges. You’ll need to pick a different block to surround the lava with so they don’t look detached.

-------------

We now have 64 perfected levels, 30 that could be improved, and 14 denied. Isn't that swell? I got nothing done today. Good work, folks!
author=halibabica
- I think the blue guy's death effect is messed up because the original has different proportions than the new one. Try making them both the same size.

- I can fix the music for you. It loses its intro, but it loops perfectly.


They're the same size, but the I changed the number of frames. I'm gonna have to play around with it more. And if you can fix the music, that would be great. Thanks.
halibabica
RMN's Official Reviewmonger
16873
from nin8halos
I changed the number of frames.

That's the problem. Effects aren't like NPC's; you can't change some things about them. This might be one of those weird cases where you need all eight frames, even if the new sprite only uses six.
Seiromem
I would have more makerscore If I did things.
6375
AHA! I've updated all those levels, hopefully!

UPDATES ARE RESPONSES TO THE NITPICK/DEALBREAKER/If-you-don't

-Block Sea
.Added the noise!
.That's his name, remember? =3
.Keept with 11 coins for some reason, numbers shoulnd't really matter much right?
.MUSHROOMS REPLACED WITH FIREFLOWA BLOCKS.
.Alright, the vase does look more colorful.

-Ghastly Ruins
.Placed 1P where he is supposed to be.
.I could've sworn I got all those platforms >.>
.Made the star in a diff section.

-Jungle Caverns
. No idea how to fix it xP
.I thought I got rid of the fuzzy graphic!

-Mario In the Mines
.If you can't go around them, can't go through them, and can't go above them, go under them!
.Made the door to the surface make just a lil more sense.

-Partners in Prime
.added lava in the ceiling for your suiciding pleasure!
.NO MORE CUSSING I SWARE IT =X
.filled in the off-screen block missing part thing!
.I would have no idea how to do that >.>

-Snow Tomb
. I cant remove any more sparks without risking a bit of the difficulty T.T
Besides, my comp aint exactly much and it runs them fine.
. Lowered the pipe