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

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Posts

Plan C: wing it! That's what I did with the Mario's Mansion game. Find out what you get in the end before deciding what to do with it.
masterofmayhem
I can defiantly see where you’re coming from
2610
Plan D: Use these for the basis for RMN Brothers 4.
Isrieri
"My father told me this would happen."
6155
@DarklordKeinor: Concerning that moving chain, you don't need an invisible axe. There's a much simpler way of pulling this off.

1) First, take the tiles of your moving chain and move them 4 blocks to the left of the pillar at the end of the gap. It should nestle neatly between those two bullet bills.

2) Uncheck "Auto Start" from Chain Move 1.

3) Y'know that blue spiny guy? I figured you put him there partly for embellishment and partly because you can spin jump on him. But he's largely a superfluous thing. Therefore, he should trigger the chain.

4) Place him 5 blocks to the left of the pillar with coins, and flag his Events tab to "Activate" Chain Move 2. At that distance, the player is almost guaranteed to see the chain coming toward them before they reach the coin platform.


@jackalotrun: When you re-update your level with the Banzai tower taken out, change the firebar graphics back to red. When they're white like that, they blend in way too well with your white clouds.

I'm kinda surprised the firebars work so well in that first room. It's still a little boring, but it's better than it was before!


@Farlon303: I think you said a while back that you updated your level, but when I downloaded it, it was still version 1.


@nin8halos: I had an idea for Mad Science! Y'know that line of piranha plants you had underwater? I think you were just a few short of chaining a 1up by throwing a hardhat at them. I was just thinking it would neat if you could.


@seiromem: Have more patience! It's the 2nd day since we started development! We have 2 more weeks ahead of us!

I took a look at Spirit Temple (couldn't you call it something else?) and it is much better! It's a tough level, probably a 4. There are some things I have issues with that I'll discuss later.
Ratty524
The 524 is for 524 Stone Crabs
12986
I'd say plan B works with me.
halibabica
RMN's Official Reviewmonger
16948
from masterofmayhem
Plan D: Use these for the basis for RMN Brothers 4.

Not sure what you mean by this, but probably not.
Plan E: Ask Talking Time what to do.
I say Plan B, because it's awesome.
Seems like everyone is in favor of Plan B. I don't really have a preference. As long as it looks okay.
masterofmayhem
I can defiantly see where you’re coming from
2610
author=halibabica
from masterofmayhem
Plan D: Use these for the basis for RMN Brothers 4.
Not sure what you mean by this, but probably not.

Yeah, I wasn't sure what I was talking about either.

Option D remanded: the same as Option B, and make the hub something like Peaches Castle form Mario 64. So you enter a castle to enter other castles to save the castles from the castles… Castle.
Thanks for the help Isrieri. Your instructions did the trick.

The level has been updated accordingly.
author=masterofmayhem
Option D remanded: the same as Option B, and make the hub something like Peaches Castle form Mario 64. So you enter a castle to enter other castles to save the castles from the castles… Castle.


Yo dawg, I heard you like castles, so I put castles in your castle so you can castle while you castle.
So...I've uploaded my stage quite a while ago...um...feedback please?
I've been noticing the lack of notices in my Notices bov, now normally 2-3 at a time in a few hours, when before, it took only one hour to get 10-20. Seriously, what's been going on. Also, I played the "Splinters in the Sky" level, and like most of these stages I didn't finish it. I loved it, until the falling spikes that kill you no matter what, while you are going so slow in the fucking water, while saw blades make you wait to, first time playing, not realizing spikes are falling...slow and painful death. I wasn't having any of it after the second time. -_-
author=pyrodoom
So...I've uploaded my stage quite a while ago...um...feedback please?
I've been noticing the lack of notices in my Notices bov, now normally 2-3 at a time in a few hours, when before, it took only one hour to get 10-20. Seriously, what's been going on. Also, I played the "Splinters in the Sky" level, and like most of these stages I didn't finish it. I loved it, until the falling spikes that kill you no matter what, while you are going so slow in the fucking water, while saw blades make you wait to, first time playing, not realizing spikes are falling...slow and painful death. I wasn't having any of it after the second time. -_-


I'll tell you what's going on. People have both work lives and social lives. Anyway, I'm going to play your stage. I'll give you feedback momentarily.
PYRODOOM'S DESERT PALACE

Pros:
- Feels more like a castle than your Aquatic Project
- I like how the Mouser Boss was done.
- Section 4 is probably the best part of your level outside of the boss.
- The exterior of the palace in section 1 looks reasonably good.

Cons:
- Your question blocks are 3 blocks high. Raise them to 4 to make them look better.
- The goombas at the start of the stage are a bit too close to me for my liking. Back them away a bit.
- Either slow down the random torpedoes or remove them. They only appear once outside and go by too fast for them to be a threat.
- This is a nitpick. I'm not used to hearing singing in Mario at all. If my ears do not deceive me, it sounds like it is from Sonic. Consider changing the castle music to something else.
- There is not much to say about the interior design of the palace. The first passage is too cramped and not fun to be in at all. Make the passage at least 5 blocks high. Second of all, the level is way too open in other areas. It even feels empty at times.
- There are no coins decorating the level.
- Why is there a locked pipe? It doesn't add anything to the level and forces the player to fetch a key for no reason.

The cons do outweigh the pros, but this castle can be fixed. Keep Section 1 (but change a few things), 4, and 5. Scrap everything else and make serious revamps.

http://www.youtube.com/watch?v=15T-saQcpo0

Watch this video. This is a romhack castle of Super Mario World (yes there are bad ideas in it, such as flooding some of the areas with too many enemies, but that is not the point). Pay attention to how the enemies and the ceilings are used. Note how it makes the level feel like an obstacle course. In essence, that is what a Mario level is.

I hope this helps you out and gives you more design inspiration. There is potential with this level if you rethink your approach.
I have a few things to add about Desert Palace:

1. Very bland visuals.
2. The background doesn't match up at all with the pyramid theme.
3. Metroid enemies at the beginning for no reason.
4. Giant quicksand pit in the first interior room serves no purpose.
Spirit Temple:

This level is a war of attrition. With a very long series of death traps between the player and the checkpoint, it's likely they won't make it. The leaf helps a ton, though.
The graphics are just weird. Seems a lot of you guys have a strange sense of aesthetics.
Para-goombas work much better than Ninjis. Unfortunately, it still forces the player to spend a bit of time studying their movement to find the right time to jump, during which Bowser statues are spitting fireballs at them and what-not.
My biggest problem with this level is that every move the player makes has to be carefully calculate, or they'll either fall into quicksand that isn't actually there (fix that) or run into an enemy. With Bowser statues, sparks and torches that blast spinies into the air for some reason, there isn't any time to stop and think about what to do next.
Question: should plan B be selected, will each player just recieve a normal castle room or will they have the ability to decide what their room will look like?

EDIT: @ ISRIERI
I'll swap them back if someone comes up with better graphics for them that fit with levels cloud castle theme...
I made a few adjustments to the ending for that particular level.
Thanks for playing and letting me know.
1. Lowered the speed of descent for the ceiling spikes.
2. Added a door to get around the shifting horizontal pillar.
3. Difficulty = 4/5.
Okay, this time i'm pretty sure it's the updated version!
author=DarklordKeinor
PYRODOOM'S DESERT PALACE

Pros:
- Feels more like a castle than your Aquatic Project
- I like how the Mouser Boss was done.
- Section 4 is probably the best part of your level outside of the boss.
- The exterior of the palace in section 1 looks reasonably good.

Cons:
- Your question blocks are 3 blocks high. Raise them to 4 to make them look better.
- The goombas at the start of the stage are a bit too close to me for my liking. Back them away a bit.
- Either slow down the random torpedoes or remove them. They only appear once outside and go by too fast for them to be a threat.
- This is a nitpick. I'm not used to hearing singing in Mario at all. If my ears do not deceive me, it sounds like it is from Sonic. Consider changing the castle music to something else.
- There is not much to say about the interior design of the palace. The first passage is too cramped and not fun to be in at all. Make the passage at least 5 blocks high. Second of all, the level is way too open in other areas. It even feels empty at times.
- There are no coins decorating the level.
- Why is there a locked pipe? It doesn't add anything to the level and forces the player to fetch a key for no reason.

The cons do outweigh the pros, but this castle can be fixed. Keep Section 1 (but change a few things), 4, and 5. Scrap everything else and make serious revamps.

http://www.youtube.com/watch?v=15T-saQcpo0

Watch this video. This is a romhack castle of Super Mario World (yes there are bad ideas in it, such as flooding some of the areas with too many enemies, but that is not the point). Pay attention to how the enemies and the ceilings are used. Note how it makes the level feel like an obstacle course. In essence, that is what a Mario level is.

I hope this helps you out and gives you more design inspiration. There is potential with this level if you rethink your approach.

I never found a problem with the Gritties(or the Goombas), but I'll move them back a bit farther. And the Torpedo Teds will be removed, as I realize there are no reason for them being there.
The three blocks thing is mainly so it's possible to even jump on them without the fear of getting hurt. Seriously, I always put my item blocks, 3 blocks high, or else you'll have to do a running jump for a lot of things.
About that corridor...yeah...I'll fix that, but the open areas is for the player to have room, if you think it really is empty, I'll fix that too. :3 That word is starting to sound weird in my head...fix.
No coins...crap, I FOTGOT TO PLACE COINS! That is a major screw-up on my part!
There is a locked pipe to get the player to get a key. Exactly, it forces the player to get the key to move on. The fact that enemies are in the way, assuming you didn't fireball them to death then, you would have 2 times more enemies, even though there aren't more enemies then the first time you went through. I guess it should be fixed, because even I was questioning "Why is there a locked pipe? I don't think most pipes are able to be locked...", but some reason I kept it.
The castle music is a Sonic and the Secret Rings song, hint hint why the castle is a Desert Palace. I was also thinking of calling it the Evil Foundry, but it didn't really fit what the level actually was.
author=nin8halos
I have a few things to add about Desert Palace:

1. Very bland visuals.
2. The background doesn't match up at all with the pyramid theme.
3. Metroid enemies at the beginning for no reason.
4. Giant quicksand pit in the first interior room serves no purpose.

1.I know that the visuals aren't the best, the other guy slightly pointed that out, but your 2nd problem with the level doesn't make sense.
2.How does the background not fit the the pyramid theme? The very first NORMAL pyramid(meaning I'm not counting SMB2) has no background at all, plus SMB3 on Gameboy Advance and Super Nintendo used the cave background!
3.What do you mean by this? There are no Metroid enemies, unles you mean the GFX for Torpedo Teds, which covered something from Metroid. If this is the case, the Torpedo Ted's will be fixed as I've mentioned.
4.This will defintely be fixed as the quicksand pit is only to be crossed so that Mario has something in his way to get the key. But since the locked pipe is a problem, the key has no reason anymore, so the top part along with the quicksand, will be destroyed and replaced with "brick", you see, because it's a PYRAMID. The background is starting to make sense to you right now, right?