Description

Isrieri's castle compilation in SMBX!



In anticipation of Super RMN World, I'm taking it upon myself to issue a call to all potential SMBX devs! Even if you've never touched the engine, now's the time to give it a shot!


~ The Rundown ~
There is no maximum number of participants: Anyone can join, even those who've had no experience with the SMBX engine. Consider this getting your foot in the door.

~ Projected Timeline ~
Sign-ups: 01/01/12 ~ 01/6/13
Development: 01/06/13 ~ 01/27/13
Judging & Compilation: 01/29/13 ~ 01/31/13
Release: 02/01/13

That's all tentative. I am the worst procrastinator.

~ Submission Prerequisites ~
  • Make all levels in SMBX. (This is critical, people!)
  • All levels should be compressed in ZIP folders. When saving your level, always put your name followed by the name of the level. For example: “yourname_levelname.lvl”
  • Rate each submission on a scale of 1 to 5. Here are some vague words attempting to define each difficulty.


  • 1) Mild
  • 2) Tricky
  • 3) Challenging
  • 4) Tough
  • 5) Endgame

  • You must include one (and only one!) SMW Checkpoint within each level, as this is all SMBX will support.
  • The level must end with a ? Sphere.
  • Place both the Player 1 and Player 2 start locations.
  • If you include a boss, you may use any but Mother Brain. But I encourage putting your focus into the actual level.
  • No midbosses though.
  • You must be able to clear the level without taking a hit.


~ Level Rules ~
  • Castles are supposed to be challenging. That doesn't necessarily mean difficult. Try and stay within the precedent set in previous Mario games. The purpose of this project is to get the hang of challenging the player without frustrating them.
  • We're going for quality over quantity here, so you may submit up to 3 levels total.
  • You are not limited to staying within any of the “styles” the castles previous Mario games adhered to. Use them as guidelines, but don't be afraid to innovate. Have fun with it!
  • You may use custom graphics and MP3s if you wish.
  • The game will only utilize Mario and Luigi as characters, so don't make Peach or Toad levels.
  • All water must be swimmable. Waterfalls must not be.
  • An average castle should take no longer than 2 to 4 minutes to complete. (And no shorter than 1 minute)
  • This will be a strictly one player game. You don't have to design your castle to support co-op.
  • No secret stars.
  • No dialogue! That means no message blocks, signs, or talking npcs!
  • You must have at least one power
  • up. Remember that the amount of power-ups and how you place them contributes greatly to the difficulty of a level.
  • Use invisible blocks wisely. No putting them over pits or other nonsense of that sort.


~ Important Note ~
Remember that this is open to anyone who wishes to explore SMBX as an engine: I'd like to see a lot of new faces for the next RMN Bros! There's a lot of quirks to the editor that I neglected to explain, and so you'll probably have lots of questions. I refer you to these tutorials, but don't hesitate to post your question here. I don't know everything about SMBX, but I'll likely have the answers to any the questions you'll want to ask.

Details

  • 01/02/2013 12:00 AM
  • 01/31/2013 12:00 AM
  • Isrieri

Registration

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Posts

Ratty524
The 524 is for 524 Stone Crabs
12986
OTABO'S UNDERGROUND FORTRESS

I kind of like this level. Not too long, had a cool introduction, pretty good level design, and some semi-challening aspects. However, it felt a little too much like a bonus level than a castle. Why? The amount of coins and powerups you give are tremendous. You are giving me a bicycle on training wheels with how many obvious secrets and power-ups you provided.

Pros:
+ Fun intro
+ Good time length
+ The section before the boss added a nice change of pace.

Cons:
- Way too many power-ups/coins. Started with 2ups upon entering the level.
- Bonus area isn't really out of reach.
- Boss fight was a little bit annoying.

For the first section, I recommend cutting down on the amount of coins you slide through so that you don't get 2ups so easily. I can see you are going for an easy level overall, but you don't need to be catering. After the sliding section I'd just leave it having ONE power-up block instead of two.

You generally need to cut down on the amount of power-ups you provide in this level. There is nothing wrong with just having blocks containing only coins.

The area with the P-switch feels like it should be a secret bonus area, but it's hardly that when you have a door that leads right to it. Maybe have one of the pipes in your level lead towards it, and get rid of the leaf floating in the bubble, for the sake of cutting down on your power-ups.

My least favorite section of your level was the boss. The vegetables can get blocked off by that roto disc, and since your boss is essentially a clone of birdo, it can be such a tedious fight if you get your timing wrong, since your hits are being blocked yet you can easily dodge whatever the boss throws at you. You might even be better off without a boss fight.
halibabica
RMN's Official Reviewmonger
16948
Updated Ascend Descend with stuff. The castle's more graphically consistent, the boss is marginally easier, and the P-Switch now takes five seconds to spawn.
author=Ratty524
OTABO'S UNDERGROUND FORTRESSI kind of like this level. Not too long, had a cool introduction, pretty good level design, and some semi-challening aspects. However, it felt a little too much like a bonus level than a castle. Why? The amount of coins and powerups you give are tremendous. You are giving me a bicycle on training wheels with how many obvious secrets and power-ups you provided.

Pros:
+ Fun intro
+ Good time length
+ The section before the boss added a nice change of pace.

Cons:
- Way too many power-ups/coins. Started with 2ups upon entering the level.
- Bonus area isn't really out of reach.
- Boss fight was a little bit annoying.

For the first section, I recommend cutting down on the amount of coins you slide through so that you don't get 2ups so easily. I can see you are going for an easy level overall, but you don't need to be catering. After the sliding section I'd just leave it having ONE power-up block instead of two.

You generally need to cut down on the amount of power-ups you provide in this level. There is nothing wrong with just having blocks containing only coins.

The area with the P-switch feels like it should be a secret bonus area, but it's hardly that when you have a door that leads right to it. Maybe have one of the pipes in your level lead towards it, and get rid of the leaf floating in the bubble, for the sake of cutting down on your power-ups.

My least favorite section of your level was the boss. The vegetables can get blocked off by that roto disc, and since your boss is essentially a clone of birdo, it can be such a tedious fight if you get your timing wrong, since your hits are being blocked yet you can easily dodge whatever the boss throws at you. You might even be better off without a boss fight.

After the sliding section I'd just leave it having ONE power-up block instead of two.

Putting two powerups in places is kind of a habit I still have from Sarasaland Adventure, seeing how difficult that game was designed and allo, but yep - less powerups can be done.

- I figured that boss would cause issues; I was debating on not putting it there in the first place, and it looks like I should've just went with my gut and not put it there.
author=Otabo
Putting two powerups in places is kind of a habit I still have from Sarasaland Adventure, seeing how difficult that game was designed and allo, but yep - less powerups can be done.


Sarasaland Adventure? You mean that game with the absurdly long levels? It all makes sense now.
Yep, that's the one.

@Ratty - Wait a second...you thought Underground Fortress was semi-challenging? What, pray tell, makes you say that? I'm just curious, because I was specifically going for an easy-mode level here...
Isrieri
"My father told me this would happen."
6155
Keep in mind that our goal here is challenging gameplay overall in addition to keeping an eye on our difficulty curves. Just because he thought parts were semi-challenging doesn't mean the overall level was too hard, it may have been just right.

BUT I HAVE TO LOOK AT IT FIRST. :B
masterofmayhem
I can defiantly see where you’re coming from
2610
Ok I’ve updated the palace. The main concern was the block slipperiness, so now all the Ice blocks and the icy blue castle blocks are slippery and everything else is normal (hopefully).
I’ve also removed to no-turn back and added water which where the other main complaints. Now I did try using Cheep Cheeps instead of the blue flames, but that resulted was the fish occasionally leaping at Mario ineffectually and dying instantly the moment they hit something. So I’m keeping the fireballs. We’ll just say there super child ’Cold fire” or some nonsense and just leave it at that.

By the way how did you guys handle the updated Babel?
Isrieri
"My father told me this would happen."
6155
I like the updated Babel. The interior looks much better, the thwomps are a better addition that the lakitu, and you did a decent job with the P-switch. I do still think that because of all the pipes in the interior section, the player will probably go looking to see if he can go down any. I'd make one of the Venus plant pipes have a bonus in them: A little ledge on the side of the tower maybe, that leads to some coins (bonuses don't always have to have the most hip loot y'know). And then the bonus exits you at the start of Section 3. It's honestly up to you though. I think it's about ready to go otherwise.
masterofmayhem
I can defiantly see where you’re coming from
2610
I'll look into it, but thank you for approving the level regardless.

Also I wanted to mention this earlier, but cognates to you nin8halos for having the first level to be accepted.
Hope you like the first version of Desert Palace! Most of my work went into the stage, I hope the quicksand doesn't get annoying. :3
A few changes implemented. Thanks for playing :D
author=masterofmayhem
I'll look into it, but thank you for approving the level regardless.

Also I wanted to mention this earlier, but cognates to you nin8halos for having the first level to be accepted.


Thanks! These levels are taking a lot of work.
Ratty524
The 524 is for 524 Stone Crabs
12986
Uploaded my final castle: Treestone Tower
On difficulty I would rate it a 2/5, or maybe a 2.5. Relatively easy.

I wanted to do a level based around three ideas: Trees, Snifits, and Climb Up/Climb Down, and put it to Cave Story music, so that explains my level. :P
Seiromem
I would have more makerscore If I did things.
6375
Well I've put up my revised level of spirit temple! I toned down on the enemies, however it's me we're talking about here, so it probably still needs some work.
Graphical changes are all that's left really, that is if isrieri doesn't agree with ratty about the skeletons.
All in all, I made it less agrivating. I Would place it about 3.5/4 maybe.

Also ratty, could your avatar be Poppy from League of Legends?
Ratty524
The 524 is for 524 Stone Crabs
12986
author=seiromem
Also ratty, could your avatar be Poppy from League of Legends?

Indeed it is!
Dudesoft
always a dudesoft, never a soft dude.
6309
This event would have been cooler if everyone was adding on to a giant castlevania style game.
Isrieri
"My father told me this would happen."
6155
author=Dudesoft
This event would have been cooler if everyone was adding on to a giant castlevania style game.

Join the project and maybe it will be. I still don't have a clear idea of how I want to piece all these levels together.

In fact I ought to put my ideas here for all to see. We can decide on it together.

PLAN A: A Mario World style affair where the world map is one giant castle, and you progress from level to level like any world map. You'd have to beat the level you are on before moving on to the next. But alternate pathways might allow you to skip levels. Bosses would have to be more tightly regulated if we go this way.

PLAN B: Forego any facade of a game and just have all the levels together in one place: A hub castle where each developer gets a door and their name next to it. Inside are their levels. You'd be able to play in any order you want.

Plan B would be a lot easier for me.
halibabica
RMN's Official Reviewmonger
16948
I support Plan B 'cuz this will be like RMN Bros.: Castle Edition.
Seiromem
I would have more makerscore If I did things.
6375
I vote plan B for it's simplicity.

Also, when will someone give feedback on my level?
I'm impatient