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

You must be logged in to sign up for Castles- Masterpiece Set.

Posts

Ratty524
The 524 is for 524 Stone Crabs
12986
author=seiromem
I completely disapprove of the level limit, though understand it. I personally think I can get much quantity with high quality, but that's just me. Since I work fast and am an SMBX addict, as soon as I make my 3 levels, it's gonna be a pain in the ass waiting.
But who's to say I WOULD create more than three? That would be me and I'm a terrible procrastinator =P

I think above all it encourages you to spend time with each individual level rather than churn out one piece of crap after the other.
Blobofgoo
Legs are a burden. Return to snek.
2751
I'm really confused at the display of the participants. How exactly is it ordered?
Seiromem
I would have more makerscore If I did things.
6375
author=Ratty524
I think above all it encourages you to spend time with each individual level rather than churn out one piece of crap after the other.


I know this was not meant to be insulting but be careful. I'm just saying, if you're dedicated to SMBX (Or obsessed, as I am) you might be able to make more than 3 levels with great quality. I do understand it, but since I feel like I'm restricted by it, I don't like it. It's just me probably, though.
author=Blobofgoo
I'm really confused at the display of the participants. How exactly is it ordered?


User ID # assigned sequentially at time of registration.
Isrieri
"My father told me this would happen."
6155
author=seiromem
It's just me probably, though.

Probably.

My standards are pretty high, y'know. I'm the kind of person who's quick on the "scrap it" finger. So you should concentrate on making one good level than 3 okay ones. This is a "Masterpiece Set" after all.
Seiromem
I would have more makerscore If I did things.
6375
author=Isrieri
My standards are pretty high, y'know. I'm the kind of person who's quick on the "scrap it" finger.


I'll keep that in mind.
May I suggest that each player is limited at one until you are highly satisfied with one's level, in of which you increase such a person's limit...
Just sayin'
Seiromem
I would have more makerscore If I did things.
6375
Alright this time a legitimate question, since this is a castle, boss's are mandatory right? Or are they not allowed?
author=seiromem
Alright this time a legitimate question, since this is a castle, boss's are mandatory right? Or are they not allowed?


"If you include a boss, you may use any but Mother Brain. But I encourage putting your focus into the actual level." - Right there :P
I think I'll have my castle's boss be Mother Brain.
Solitayre
Circumstance penalty for being the bard.
18257
author=nin8halos
author=Solitayre
author=nin8halos
Would it be bad if I made three Dr. Wily castles?
What music would you use? THIS IS IMPORTANT.
The track from Mega Man 2. For AT LEAST one of them.
http://66.90.118.45/ost/megaman-2-original-soundtrack/kmpuaskhwo/17-wily-stage-1-2.mp3


Good. This was the correct answer.
Ratty524
The 524 is for 524 Stone Crabs
12986
Why not mother brain? It's not like it does anything, it's the other obstacles in the same room that kills you.
Isrieri
"My father told me this would happen."
6155
Because Mother Brain takes 10 hits to kill and is a pain in the ass. I even disliked the Mother Brain fights in Talking Time Bros*. They add nothing for me personally except to look amazing, some of 'em are just extended cut-scenes when you think about it.

You have to realize that Mario bosses aren't like RPG bosses: You shouldn't necessarily make "fights" out of them the same way you would in other games. The boss itself shouldn't be the focus, it should be the terrain you fight the boss in, the hazards that accompany the boss. Look at the original Super Mario Bros, Bowser was just a dragon over a bridge. That's it, and that's perfect for a platformer like Mario because it adds a sense of tension, feels like an event, and is satisfying to overcome. Without making a huge ordeal of it that went against the grain of Mario's established gameplay. It was a simple bridge in the first castle, and each time you encountered him, a new hazard or obstacle was added to the bridge setup to make a simple boss a little trickier. It's also important to make boss fights short and simple to beat: Mario includes fast-paced platforming and you shouldn't make the player stop for too long. Which is another reason I don't want Mother Brain. Most importantly though, boss fights need to be short cuz Mario can only take 2 hits. Think about Bowser at the end of Mario 3. Think about how that was the final boss. It shouldn't be anything more complicated than that.

Treat bosses more like glorified roadblocks than fights. They're just another hazard that's part of the overall castle, instead of a ball-to-the-walls fight to the death. If they go on too long they become boring.

*I could just be an old codger who doesn't know "awesome" when he sees it. But thems the breaks.
halibabica
RMN's Official Reviewmonger
16903
I dunno if I'll have time to make a castle, but I signed up just in case. ;P
Decky
I'm a dog pirate
19645
A good level will be honed constantly. Honestly, making your level drafts one week, honing them the second week, and then fine-tuning them the last week is perfect.
Test-playing a level several times may help correct any
errors and improve the overall design prior to submission.
Thanks alot :D
I took a sneak peek at your level Davenport. I would make the invisible switch block visible for the start of the level. Keeping the block invisible is just irritating and pointless.

Beyond that, this is a really well designed castle and a decently fast paced one at that. Nice usage of custom graphics too. In my opinion, this was an excellent level. I'm going to have to work extra hard to top this.
I'm extremely questioning why a lot of rules exist, especially the one saying no dialouge, but I will join, if not only for the fact it's a Mario Bro. X event, but also going to be part of a compilation.
masterofmayhem
I can defiantly see where you’re coming from
2610
Just to give me some context, what elements would something need to be defend as a castle? Other than the obvious.

Also, how do you get a gamepad to work on this thing? I know it has a help file, but it’s useless.
Isrieri
"My father told me this would happen."
6155
Gamepad compatibility is such a pain in the ass I forced myself to learn playing with the keyboard.

You have to Start up the actual game and arrive at the title screen. If you go to Options, you'll be able to change the controls from Keyboard to Gamepad or Controller (its been a while). But you must have your Controller plugged into the USB port before you start up, otherwise it won't register. THEN you exit out and go into the level editor, finally able to play on the Gamepad.

As for elements that define a castle? I suppose it should be self-contained. Meaning it needs to be indoors primarily. You can have outside areas, but most of the level should take place inside the castle, proper. Use the castles from the early Mario games for reference: Particularly the ones from the original Super Mario Bros. Mario 3. And Mario World. Firebars, Lava, a Ceiling, whatever. They should be the template, but you can be a little creative with it.

Actually y'know what? You guys can use this silly level I whipped up precisely for the purpose of context (it is very much tongue-in-cheek).