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

author=jackalotrun
author=pyrodoom
BTW, to whoever told me to replace Jelectros with Amps, I don't think Amps exist in SMBX.
No, they don't, I was suggesting you changed the Jelectro graphics to Amp graphics
Amps are similar to Jelectros in job, they sit there waiting for some idiot unlucky adventurer to fall into their electrical traps, except that Jelectros are made to be invincible, immobile, underwater enemies and as of such, look ridiculous in castles... or anywhere above water for that matter...

Amps are invincible but they can be mobile or immobile and they don't necessarily have to be underwater... meaning it generally looks better instead of cartoonified jellyfish...

...ok...but that doesn't fix the problem with the jelectros being too much, plus my level was already rejected anyway, so you're kind of late in the first place.
Ratty524
The 524 is for 524 Stone Crabs
12986
Submitted my second level, Sarasaland Temple. It's mainly inspired by the dungeon design of Super Mario Land.

On difficulty I'd rate it about a 3/5.
author=pyrodoom
...ok...but that doesn't fix the problem with the jelectros being too much, plus my level was already rejected anyway, so you're kind of late in the first place.


Aren't I always...
Just a suggestion should you use them again...
Ratty524
The 524 is for 524 Stone Crabs
12986
Back to reviewing current submissions.

NIN8HALO'S ASSULT ON SKULL CASTLE
Let me start off by saying this is one of the best levels I've played so far, not just because it's Megaman, but because it has a lot of depth in level design and offers challenge without being too difficult.

Pros:
+ Great replay value. I seriously wanted to go back into the level to check out all of the secrets that were in it.
+ Level design overall felt really smooth and well-paced.
+ Excellent choice of music.

Cons:
- The Battons blend in a little too much with the background, making them hard to see before they swoop down.
- Some areas, like the space where you can kick the Metool hat towards a block, kind of slow down the pacing of the level.

One suggestion I'd make is to probably come up with a different idea for the path leading towards the exit. When if the player stands still on those cloud platforms for so long that he/she has no way of reaching the exit? It's a minor note for the most part, but it should be considered. Your level was great.
Thanks for reviewing my level, Ratty. I'll definitely take those suggestions into consideration. I'd like to know what others think before making any changes, though. I'd also like to know if anyone thinks the level is too long.

Anyway, I've just uploaded my second level. Hope it's enjoyable. I give it a 3.5 difficulty, but I could be wrong. I want it to be more difficult than Assault on Skull Castle.
Ratty524
The 524 is for 524 Stone Crabs
12986
No problem, nin8halos. We should all be contributing to the feedback here so that we get as many different opinions as possible. As far as the length of your level, I don't think it was too long at all, unless you are counting the split paths that you have.

Anyway...
DARKLORDKEINOR'S IGGY'S DUNGEON OF PAIN
What a suitable name. This level was pretty tough, but not in a bad way. I think this is one of the levels that perfectly fit what Isreiri is going for: Challenging and not frustrating.

Pros:
+ Challenging
+ Good visuals
+ Placement of enemies/checkpoints was good.
+ Pacing worked well

Cons:
- The narrow spike pits.
- The boss is way easier than the level.

... I guess the boss is fair, though, considering you placed the checkpoint near the hardest sections of your level (the freakin' spike walls), though with how much of a Birdo clone Iggy was it kind of left me desiring more. Another suggestion is to spice your level a little bit. Add some coins here and there. It's a nice level and could be even better visually.

With the spike walls, I don't know. It's just so hard to position yourself correctly so that you don't get hit, and it was made a bit worse with the fire brothers spitting projectiles near the bottom. I'd like it better if the pits were expanded just 1 tile away and I don't think it would kill the challenge of this level.

On a side note, I also played seiromem's and pyrodoom's levels, and I'm not saying anything, because you know what you guys need to do. (Please NEVER put ninjis at the freakin' edge of a platform, please!?)
Blobofgoo
Legs are a burden. Return to snek.
2751
If everyone submitted 3 levels, we would have 57 castles. That's a lot of castles!
Iggy's Dungeon of Pain:

I like the look of this level. It's consistently designed. Pretty fun too. Nice mix of challenges, doesn't overuse any of its elements. Check your effects on the Fire Bro death sprites and the effect for the fireballs (they revert to bullets after they hit the wall).
I have to wonder if anyone can actually get through this level without getting hit though. I can't get past those flying hammer bros without taking a hit. There are plenty of power-ups, but still, it's a rule.
This is one of the better levels so far.
Overgrown Obelisk:

PROS
It looks good.

CONS
The player is dropped right onto a fire flower at the start, whether they want it or not. Never force a power-up on the player.
There are only fire flowers in a level full of enemies that are immune to fireballs.
There are many sections where enemies are just all over the place. It's annoying.
Ravens hurt Mario when he jumps on them, but you can't tell right away. This is counter-intuitive.
Too much space between power-ups. I had to pass a couple switch-block sections before I could find the next one.
Way too long. I never even made it to the checkpoint because I got tired of replaying the first parts of the level.
There's a section where the player needs to pass through green blocks, but if they hit the green switch to reach the Flower in the previous section, they'll find that they cannot pass and need to backtrack quite a bit.
Palace of Frozen Daggers:

Slipperiness is very inconsistent! Make all ice slippery.
Graphically unpleasant. All kinds of blocks thrown in together at random. Background and foreground bricks sometimes hard to distinguish because there's so much going on, visually speaking.
Water needs to be swimmable. Why are blue fireballs jumping out of the water? Just make it lava or something if you don't want water. Or replace with spike pits, since that would fit the theme of your level.
Why can't the player backtrack in the interior section? It was okay in SMB1 because of hardware limitations and the general linearity of the stages, but not here. Allow the player to roam freely.
Half of section three has a one-tile empty space at the top of the area for no reason.
Candelabra chandeliers make weird Thwomps.

On the plus side, I like the music. And FINALLY someone other than me added a secret area to their level. Seriously, people, these levels need bonus areas.
Sarasaland Temple:

This is my favorite level so far. It was actually fun. I honestly can't remember the last time I truly enjoyed playing a SMBX level. I love the custom graphics and the whole Super Mario Land theme. Excellent platforming level. Length was perfect.
author=Ratty524
No problem, nin8halos. We should all be contributing to the feedback here so that we get as many different opinions as possible. As far as the length of your level, I don't think it was too long at all, unless you are counting the split paths that you have.

Anyway...
DARKLORDKEINOR'S IGGY'S DUNGEON OF PAIN
What a suitable name. This level was pretty tough, but not in a bad way. I think this is one of the levels that perfectly fit what Isreiri is going for: Challenging and not frustrating.

Pros:
+ Challenging
+ Good visuals
+ Placement of enemies/checkpoints was good.
+ Pacing worked well

Cons:
- The narrow spike pits.
- The boss is way easier than the level.

... I guess the boss is fair, though, considering you placed the checkpoint near the hardest sections of your level (the freakin' spike walls), though with how much of a Birdo clone Iggy was it kind of left me desiring more. Another suggestion is to spice your level a little bit. Add some coins here and there. It's a nice level and could be even better visually.

With the spike walls, I don't know. It's just so hard to position yourself correctly so that you don't get hit, and it was made a bit worse with the fire brothers spitting projectiles near the bottom. I'd like it better if the pits were expanded just 1 tile away and I don't think it would kill the challenge of this level.

On a side note, I also played seiromem's and pyrodoom's levels, and I'm not saying anything, because you know what you guys need to do. (Please NEVER put ninjis at the freakin' edge of a platform, please!?)


I haven't thought of a way to spice up the boss. I could spawn in enemies, but I don't know.

Yeah, the stage could use a few more coins. Especially in section 3.

Narrow spike pits? There is only one and it is with the fire bros. I can expand it. Thanks for that advice.

I'm glad you enjoyed the level and it won't take long to implement the suggested fixes and add-ons.
author=nin8halos
Iggy's Dungeon of Pain:

I like the look of this level. It's consistently designed. Pretty fun too. Nice mix of challenges, doesn't overuse any of its elements. Check your effects on the Fire Bro death sprites and the effect for the fireballs (they revert to bullets after they hit the wall).
I have to wonder if anyone can actually get through this level without getting hit though. I can't get past those flying hammer bros without taking a hit. There are plenty of power-ups, but still, it's a rule.
This is one of the better levels so far.


I'm still trying to figure out how to fix the fire bros. Their death effect looks funny as is. The fire reverts to bullets and I don't know what to change those to.

It is possible to get past the flying hammer bros without getting hit. The only one that is a bit questionable is the very last one. Almost every single time, he typically gets me.

I'll see what I can do to resolve that though.
Isrieri
"My father told me this would happen."
6155
author=nin8halos
Seriously, people, these levels need bonus areas.
author=nin8halos
Overgrown Obelisk:

PROS
It looks good.

CONS
The player is dropped right onto a fire flower at the start, whether they want it or not. Never force a power-up on the player.
There are only fire flowers in a level full of enemies that are immune to fireballs.
There are many sections where enemies are just all over the place. It's annoying.
Ravens hurt Mario when he jumps on them, but you can't tell right away. This is counter-intuitive.
Too much space between power-ups. I had to pass a couple switch-block sections before I could find the next one.
Way too long. I never even made it to the checkpoint because I got tired of replaying the first parts of the level.
There's a section where the player needs to pass through green blocks, but if they hit the green switch to reach the Flower in the previous section, they'll find that they cannot pass and need to backtrack quite a bit.

Okay, thanks for feedback. But what I don't understand is this: how was everything immune to fireballs when there were only the shyguys and ravens that were immune to it? I can tone down the enemies - again. Also, will probably change ravens back to classic spike tops to make them move obvious. Too much space between powerups? Ok, that can be changed, but I hate spamming powerups on the player personally; I guess I'll need to make stuff a lot more simpler. Will remove some switchblocks too, but NOT all of them.

Was the first room really THAT bad, though? I mean, besides the whole not enough power-ups thing. I would've thought that at least the rotating spike platforms after the checkpoint would get a lot of players, but the entire first room made you quit?
Isrieri
"My father told me this would happen."
6155
I'm going to mention it in my full review Otabo: But I'd try and have the level revolve around the switch-blocks less. In fact I think the level would be better if you completely took them out: They contribute to a large part of the level's length and don't really add much otherwise.
But I like my switchblocks. :( Bah. I'll remove some of them, but not all of them.
I played Sarasaland Temple and I really enjoyed it.
I'm not going to go into a review but there's a point in the level where there are three yellow pipes very close to each other. If you jump down the gap in one of them you're stuck, alive but stuck.

Just thought you may want to fix this.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Farlon303
I played Sarasaland Temple and I really enjoyed it.
I'm not going to go into a review but there's a point in the level where there are three yellow pipes very close to each other. If you jump down the gap in one of them you're stuck, alive but stuck.

Just thought you may want to fix this.

Definitely. BTW I love your avatar... Maybe because I'm a huge Dragon Quest fan.
Ratty524
The 524 is for 524 Stone Crabs
12986
Uploaded version 2 of Sarasaland Temple. Fixes the design flaw where you can get stuck between pipes and not die and the Gao are now killable. Glad you guys like this level. :D