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Submission Guidelines (READ FIRST)

The second SMBX collab!
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SAJewers
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

Base Game updated for the new LunaLUA update. Feel free to just grab the update zip from the LunaLua thread.

http://www.mediafire.com/download/9rqiq ... nstall.exe
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SAJewers
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

I'm a dumb and forgot to change effect-91. Reuploading.

[attachment=0]effect-91m.gif[/attachment][attachment=1]effect-91.gif[/attachment]
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Wohlstand
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby Wohlstand » 1 year ago

SAJewers wrote:I'm a dumb and forgot to change effect-91. Reuploading.

[attachment=0]effect-91m.gif[/attachment][attachment=1]effect-91.gif[/attachment]
Same I'l take into A2XT config pack for PGE. Thanks ;)

P.S. Good eyeful ghost ... to scary my sleeping friends :mrgreen:

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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby Fawriel » 1 year ago

So hey, what about town levels? It's been suggested by several people that I should create town levels, so I'd like to give a shot at doing at least one. But that's probably not something I can just randomly start making and hope it fits in, right? (Sorry if I'm missing something, I'm pretty sick right now and not absorbing information very well.)

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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

That'll probably happen once we figure out the themes of each world.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

I've just been informed that the music code ID tag thingy will, in fact, work with SPCs and tracker formats. As such, you can now use those (but don't use MP3s, since they'll just inflate the filesize compared to OGG. I kinda wanna avoid EP1's 700M+ filesize).
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby King of GETs » 1 year ago

I downloaded the latest base game build in this thread, but when I open it (either the main game or the editor), it says "talkhaus.raocow.com has encountered a problem and needs to close." I don't have this problem with the main SMBX editor, so is there something special I need to do/install first?

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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

I updated the main post. Make note of the Criteria for outright rejection. If you as a reviewer see any of that, then reject the level and throw it in the rejects pile.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

Code: Select all

function onLoad()
	if (player.isValid) then
		if (player:mem(0x108,FIELD_WORD) == 1 and player:mem(0x10A,FIELD_WORD) == 3) then
			player:mem(0x108,FIELD_WORD, 0)
		end
	
Thanks to the magic that is lunaworld.lua, I've removed the banning of levels that do not filter blue sacks; you no longer have to worry about players being able to take out blue sacks, as that above code will filter out any and all blue sacks upon the loading of a level.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby Imaynotbehere4long » 1 year ago

SAJewers wrote:Feel free to use any music you want, as long as it's not huge (no 15 min songs) and will not trip Youtube's Content ID system (no actual justin beiber/beatles songs or stuff like that). Nintendo-developed games and OST tracks are notorious for this.
Would it be okay if I used the GBA versions of the Super Mario Bros. 3 songs? I know that they're an OST, but I'm pretty sure only the versions in Mario Maker will trip the Content ID, which means the GBA versions should be safe to use.
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(includes a Sonic 3D Blast styled level.)

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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

No. No nintendo music at all. Not taking any chances.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby Heraga » 1 year ago

Music in my level is from a game called Tadpole Tap, but Canadian Devloper, Outerminds. The game's music is by RushJet1 and was put on Bandcamp. The music is free, but you can pay money for it if you want.


Is that allowed?

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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

The Base Game Has been Updated:

- Includes an updated version of the SDL2 Mixer, which now includes the game-music-emu library, allowing support for AY/GBS/GYM/HES/KSS/NSF/NSFE/SAP/SGC/SPC/VGM
-As part of that, a number of default music has been replaced with SPC equivalents( or, for mariorpg-rosetown, NSFE). This brings down the filesize by a decent amount. If you're using SNES music, use SPCs now instead of converting it to an OGG (or music available in any of the above formats).

Nin wrote:Music in my level is from a game called Tadpole Tap, but Canadian Devloper, Outerminds. The game's music is by RushJet1 and was put on Bandcamp. The music is free, but you can pay money for it if you want.


Is that allowed?
Should be allowed. As long as the music doesn't get flagged by Youtube's ContentID, it should be fine
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby Imaynotbehere4long » 1 year ago

SAJewers wrote:The Base Game Has been Updated:

- Includes an updated version of the SDL2 Mixer, which now includes the game-music-emu library, allowing support for AY/GBS/GYM/HES/KSS/NSF/NSFE/SAP/SGC/SPC/VGM
Just curious: how would I easily be able to rip video game music to said formats (or would I just have to search for them and hope for the best)? I'm thinking of using Chris Huelsbeck's Shades for this idea I had, but I don't know how I'd go about getting it in its tracker format or which of those formats it would be. I'm pretty sure the song itself is okay to use since it has been uploaded to YouTube by a couple people (meaning it wasn't blocked by the Content ID).
My SMBX portfolio:
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(includes a Sonic 3D Blast styled level.)

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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

Shades is a SID, and I don't think that's supported.

Other formats it depends.

EDIT: Also, you shouldn't need to rip the music for any of the other formats listed there:

Zx Spectrum - .AY - http://www.worldofspectrum.org/projectay/
Game Boy - .GBS - http://snesmusic.org/hoot/gbs/
Genesis /Mega Drive - .GYM/.VGM - http://project2612.org/index.php
PC Engine/Turbo-Grafx 16 - .HES - http://hes.joshw.info/
NES/FC/FDS - .NSFE/.NSF - http://slickproductions.org/nsfe.php / http://gilgalad.arc-nova.org/NSF-Archive/ (use NSFE if there is one)
Atari SAP - .SAP - http://asma.atari.org/
SNES/SFC - . SPC - http://snesmusic.org/
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Wohlstand
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby Wohlstand » 1 year ago

SAJewers wrote:Shades is a SID, and I don't think that's supported.

Other formats it depends.

EDIT: Also, you shouldn't need to rip the music for any of the other formats listed there:

Zx Spectrum - .AY - http://www.worldofspectrum.org/projectay/
Game Boy - .GBS - http://snesmusic.org/hoot/gbs/
Genesis /Mega Drive - .GYM/.VGM - http://project2612.org/index.php
PC Engine/Turbo-Grafx 16 - .HES - http://hes.joshw.info/
NES/FC/FDS - .NSFE/.NSF - http://slickproductions.org/nsfe.php / http://gilgalad.arc-nova.org/NSF-Archive/ (use NSFE if there is one)
Atari SAP - .SAP - http://asma.atari.org/
SNES/SFC - . SPC - http://snesmusic.org/
Also, are you told how to choice a track? (for NSF/HES files)
I'l tell:
append to end of filepath the "|x" (instead of X - actual track number from 0 to "tracksNumber-1")
example:
"Someone-mylevel/mynicemusic.hes|4" - to use 5'th track from that HES file. PGE (re-download it now) supports game music formats too. If you found that PGE doesn't plays those formats, take fresh "SDL2_mixer_ext.dll" file from DevKit or later from LunaLUA, or HERE, and put it into PGE application folder with replacement of exist file.

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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby MECHDRAGON777 » 1 year ago

cheez8 wrote:
LukaRamu wrote:
SAJewers wrote:Characters - Since it appears we're going to use an overworld, there is no way to filter out characters aside from explicitly doing it on a per level basis. Thus, you should make sure that your level is beatable by all characters. If you want to restrict your level to one character, or find one or two characters can't beat your level, you must place a filter yourself. If a tester finds a level unbeatable as a certain character, and you haven't filtered him/her out, we probably won't accept it.
Afaik, you can disable characters in the world file, so we COULD just allow Demo.
I wouldn't mind the usual way of having every character selectable for a level. If there's a character that makes a level super-way-too-easy, I think it should fall to the creator and testers to make sure that's caught and prevented if they feel like it's necessary.

Also, we should probably add a stipulation that levels don't have to be beatable with Sheath because really, who takes Link into normal levels anyway.
I know this is an old message I should not comment on, but I typically do!

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I am a SMBX player, and I do not know weather to stay at SuperMarioBrosx.org or at talkhaus.raocow.com honestly.

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SAJewers
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

I updated the Base Game:
- Wohlstand noticed a few errors with a few graphics, and sent some fixed graphics
- A few songs had some bad compression; those were fixed
- Idea: Fast-paced flying/sky/something (mkwii-mushroom-gorge) now correctly loops, thanks to the new looping stuff
- Ocean Sapphire (sm64-desert) replaced with an NSFE (high wuality, lower filesize.

http://www.mediafire.com/download/9rqiq ... nstall.exe
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

Updated the Base Game:

- Added HUD of Time and RNG libraries
- Fixed effects 65-67 using an old graphic.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

Updated the Base Game for LunaLua 0.7.2

Also, I also made a change to the submission guidelines so that levels that don't list sources for music can be rejected. This was a big in Episode 1, and I'd like to avoid this for Episode 2. I also reiterated the folder structure and filename guidelines in the don'ts list, in case people miss it in the section about music.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

Updated the basegame to fix a few default musics, plus add correct looping for few others. Also renamed the files, as per suggestion.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

Updated the basegame for the new version of lunalua, plus slight graphic edit to the sandcastle.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

Because I've seen way too many levels that don't extend their platforms or ceilings 3 tiles offscreen, I've added a section specifically mentioning that. Please fix your levels and make sure that you do that; I don't want to have to reject levls because of that.

Also, reminder that you should be filling the metadata info for custom music you use, as we need it for the music code.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby Imaynotbehere4long » 1 year ago

SAJewers wrote:3 tiles offscreen
Actually, if you test it, you'll see that only two tiles are necessary to prevent the player from going over/under platforms off-screen.
My SMBX portfolio:
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(includes a Sonic 3D Blast styled level.)

SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026

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SAJewers
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Postby SAJewers » 1 year ago

I can't find it now, but I recall somewhere it specifically said to extend things 3 tiles offscreen.
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