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

1) Tedious? I'll just make the saw move faster! I'll try adding a second saw and seeing what happens to the overal stage. Also the vertical segments aren't that bad, they're the breather segments as long as you don't let the spinning orbs psych you out and you kill yourself, most are too far to hit you short of doing a big jump off the saw.

If it wasn't for NPC spawn issues I'd try to move it away from a rail platform you have to spinjump off of and more to a stage with saws you have to spinjump off of. Curse you SMBX!

2) That move-up-down is fixable, I just totally forgot to change the wire so it doesn't do it. Left/Right movement causes it either way so it does need a rewire. Also you just need pro timing to do that jump I'll move it closer.

3+4) I'm pretty sure they all have the same 32x32 hitbox, SMBX isn't capable of any sort of advance hitboxes for blocks. I do agree the spike height is an issue, I'll probably do some visual hacking and turn off autoalign to make the spikes 1.5 tiles high instead of two. I'll also try the ghostfloor and see how it plays with that. Momentum is important here which is what I was going for but it's just a bit too much. A few times my heels got nicked, shrinking Mario and ending the spinjump, but having enough momentum to go off the spikes before I could restart the spinjump and onto the saw. Should've fixed this too sooner.

Aside: The two spike bit after the checkpoint used to be three. Changing it to two was probably the last change before submission.

5) You want a leaf you bring it in from another stage!

6) I'm not too worried about that. The decoys are both very short and you can see them falling into the abyss. The alt track saw clearly has a path somewhere and unless the player automatically assumes the level will kill them for it (if they do then fuck them) it's pretty much the only exploration they can do on the stage. Explore and get a star! Plus if there were coins it would make it too obvious and then they'd get a star for only doing half the stage and I'm not having any of that!
halibabica
RMN's Official Reviewmonger
16873
from GreatRedSpirit
the vertical segments aren't that bad, they're the breather segments

I can honestly say none of that felt like a breather. What made the vertical parts intimidating for me was that the saw's upward speed causes all Mario's jump off it to become shorter (because it's closing the distance between it and you more quickly). They're not that bad, though, and adding a second saw doesn't change them.

from GreatRedSpirit
A few times my heels got nicked, shrinking Mario and ending the spinjump, but having enough momentum to go off the spikes before I could restart the spinjump and onto the saw.

This happened more times than I can count.

from GreatRedSpirit
I'm pretty sure they all have the same 32x32 hitbox, SMBX isn't capable of any sort of advance hitboxes for blocks.

This is true, and pretty much the essence of the problem. That's why I recommended my World of Hurt spikes, which have points that reach the corners of the hit box.

from GreatRedSpirit
You want a leaf you bring it in from another stage!

Knew I should've made that a deal breaker. Let me know once the revised version's ready!
Level: Supra Mairo Bors: The Lost Leevls
Style: SMB1
Difficulty: 2/5, maybe less
Notes:
This one is a SMB level 1-3 and 2-1 inspired level (so, swimming!) but it is short. Again, has the No Turn Back setting on.
Durf, misunderstood what you meant by the World of Hurt spikes. That's a good idea. Time to resource pillage!
halibabica
RMN's Official Reviewmonger
16873
Is it still pillaging if they're given willingly?

@kentona: I will check out all these wonderfully misspelled stages sometime soon!
Did some work on my level and re-upped with a new name.

Prepare for some Major Linkage!

Added the music, re-arranged some stuff, reworked the "lost woods" path, and added the final room with a nice little triforce graphic surprise ^.^

because sometimes I am too nostalgic for my own good
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
Too lazy to read the thread. Was a winner ever chosen from the previous Mario X thing?
halibabica
RMN's Official Reviewmonger
16873
@Arc: The three levels from Mario's Mansion than I chose are listed among the levels above as PREAPPROVED.

@kent: that picture is excellent.

@Link: I'll be sure to test the new version!
halibabica
RMN's Official Reviewmonger
16873
Supra Mairo Bors by kentona

Deal Breakers

Not a one!

If You Don’ts

NOPE

Nitpicks

- About the only thing I think this level’s missing are ? blocks that don’t contain power-ups. Nearly every one I encountered had an item for me. Don’t get me wrong; items rock. I just expected more ordinary blocks with coins along the way. Also, there seems to be a really high frequency of power-ups, and you could probably get away with a few less.

- The pipe at the end extends all the way into the ground instead of stopping at the ground, but that’s about as minor a visual issue can get.

If this level gets any more nostalgia inducing, my head may explode. This level is really solid all around; good old-fashioned Mario platforming you just can’t go wrong with. I had no problem with virtually any of it, save for those two small nitpicks. Very nice!

Supra Mairo Bors: Lost Leevls by kentona

Deal Breakers

- The springboard fails to spawn if you come down from the cloud section! The koopa spooked me and I fell down there like an idiot, and then I couldn’t get back up because there was no spring. This is a really easy thing to fix, though. I’d swap the positions of the exit warp and koopa (so the koopa is on the left and the exit drops you on the right). That way, it will be the player’s own fault if they get stuck.

If You Don’ts

Nothin’!

Nitpicks

- The water section is really short compared to the part before it. Maybe extend it a little further.

- Much like the first, there aren't many ordinary coin blocks.

This was really good! Another old-school triumph!

Major Linkage by Link_2112

Deal Breakers

- In the castle section where you run across the falling blocks, the drips from the ceiling can’t be seen until they’re already falling down on you. Lower the ceiling so the player can see them coming.

- Unfinished! HURR

If You Don’ts

None.

Nitpicks

- Beware! Once you choose your path(insert comma) you must follow it to the end.

- The Yoshi coins look really out of place with all the other Zelda stuff. Resprite them as something more fitting.

- The upper path of the water section looks kinda plain. It could use some little background grass ‘n such.

- Um…Sparks? Are they pending respriting or something?

- The lower water path does seem longer and harder than the other two. The castle by itself would suffice as a path on its own, so maybe consider making it separate.

- Navigating the tree above the transforming wizard is really strange. Make the branches you can stand on darker or more obvious in some way (and passable from underneath). Also, what’s up with the big heart and the blocks?

You’re off to a good start! It’ll be interesting to see once it’s all strung together.
Kentona's "Supra Mairo Bors" levels.

Mairobors:

Pros:
Background does not get dull
Level is constructed really well
Always enough room
Good enemy placement
Cons:
You can get stuck at the underground part
WAY too many power-ups

My Thoughts:
Level is made well with lot of the elements of SMB1 attached to it.
It is fun to both run through fast or to slowly and carefully plan out.
Supra MairoBors is a really easy level too, but for the wrong reason.
The level has way too many fire flowers... I mean I suck at SMB in general, but I literally never ran out of
a power-up in this stage.
If I got hit, I already had a fireflower as a back up item and maybe 10 seconds later got another one as my back up.
Also you can get stuck at the end if you take the ceiling in the 2nd real section in this level.
You could say it's my fault for cheating and that there is a way to go down right before the end
,but by the time you realise that you should have gone down it's already too late.

Mairobors Lostleevls

Pros:
Same as Mairobors...
This time WAY better amount of power-ups.
Water section DONE RIGHT!
Cons:
Honestly, I cant find any...

My thoughts:
Really fun level.
Spent a while mastering this level thinking of recording a speedrun.
Forgot that my recorders suck...
Oh well...

All and All both levels IMO are great and fun to play, the first one is way too
easy and has a couple of cons, but they are still good levels.
I also like the bonus sections and the easy speed running in these two levels.
(I got through Loost_leevls 1st section releasing -right- only 2 times.)


EDIT: Halibabica you beat me to it... DAMN YOU!
I really took my time trying to find everything and playing at the same time so I didn't notice your post until I submitted mine,
but I don't think two almost identical reviews really bothers anyone...?
halibabica
RMN's Official Reviewmonger
16873
from apa649
I don't think two almost identical reviews really bothers anyone...?

More feedback is always better. Plus, you got something I missed! That underground section in the first where you can get stuck is a deal breaker. o.o
Kentona, that picture, and your profile picture, are both awesome.

- In the castle section where you run across the falling blocks, the drips from the ceiling can’t be seen until they’re already falling down on you. Lower the ceiling so the player can see them coming.


That was the intention :P If you hold up as you jump they can be destroyed, plus you have infinite fairy power ups. If you take your time it's doable but w/e, I'll change it.


- Beware! Once you choose your path(insert comma) you must follow it to the end.


I dunno, seems fine to me, but w/e, I'll comma it.


- The Yoshi coins look really out of place with all the other Zelda stuff. Resprite them as something more fitting.


Yeah, there's a few placeholders in there.


- The upper path of the water section looks kinda plain. It could use some little background grass ‘n such.


I'll see what fits, I don't think some plains part are necessarily bad.


- The lower water path does seem longer and harder than the other two. The castle by itself would suffice as a path on its own, so maybe consider making it separate.


It's not really meant to be equal in length or challenging on each path. You might get lucky and pick an easy path or you might happen to pick the hard path. That's part of the design of the level. You should have seen the upper path before! It was a cake walk.

If you take the short easy path, you get no rewards. Actually, I should add something useful to the bridge part. It is lacking in rewards.



Does your tutorial level include Link's abilities? Like downstab/upstab, his way of running, or anything like that?
Does your tutorial level explore the power ups? Like how you are invincible as statue or throwing fireballs up?

I'm planning on not playing any of the levels until the game is released. RMNb2 was less fun cause I already played the levels tons of times. Mario's Mansion was lots of fun because I didn't play all the levels :3
halibabica
RMN's Official Reviewmonger
16873
from Link_2112
Does your tutorial level include Link's abilities? Like downstab/upstab, his way of running, or anything like that?
Does your tutorial level explore the power ups? Like how you are invincible as statue or throwing fireballs up?

My tutorial covers EVERYTHING IT IS UNBELIEVABLE

You can see for yourself sometime tomorrow, probably.
author=halibabica
My tutorial covers EVERYTHING IT IS UNBELIEVABLE


I'd believe you but uh, this is unbelievable.

I'll take your word for it, was just curious. I'm not playing any levels until the game is out!
halibabica
RMN's Official Reviewmonger
16873
from Link_2112
I'll take your word for it, was just curious. I'm not playing any levels until the game is out!
See, this is what I did with RMN Bros. 2. Then my drop-off in feedback let everything run to...well, you know what happened. But that's why I'm doing my best now! :3
Resubmitted Supra Mairo Bors and Supra Mairo Bors: The Lost Lveels

Submitted a new level:

Level: Supra Mairo Bors 2 - Dessert
Style: SMB2
Difficulty: 2/5, I'd say
Notes:
This level has character selection right at the start! You can be Mario, Luigi, Toad or Princess. This level is styled after the desert levels in SMB2. There is a boss at the end.
Updated Spinning Hazard! Download

- There's two saw generators now so the player has a lot more horizontal play.

- Spike graphics changed and lowered a tile. This and the above change make them a complete non-obstacle so now they're two tiles wide except one which is three and it will need momentum to clear it.

- Still no leafs! Non-leaf users can skip the second half now as well if you're crazy.

- Some small changes here and there. Slight track changes, enemy placement, 1ups. Minor but numerous.

*edit*
I swear I haven't been drinking today