The public SMBX2 community project about nothing in particular
Welcome to the project thread for Super Linguini And Macaroni, or as it will be referred to from now on SLAM. This is a project being led by me with the goal of increasing the amount of creative levels in the SMBX community, anybody is welcome to submit levels to it and even if they're not accepted, feedback will be given for them to improve their design in the future.
There is currently no planned world theming, order or level count, currently the first priority is just to get levels done and see what we'll do from there. There is no real story either, nor any stylistic limitations.
There is a devkit for you to use when creating levels which includes several new blocks and BGOs, each with specific functionality which caters to making interesting gameplay
The devkit can be downloaded here *(current version v1.1.1)
It is likely that it will be updated later on, I will be announcing it on this thread whenever it gets updated, so if you're making a level and it gets updated please re-download it!
Here's a list of what the devkit contains:
- Semi-Solid Spikes: These blocks hurt the player from the top, but you're able to jump through the bottom of them.
- Jump Blockers: When standing on top of these blocks, the player can't jump or spin-jump. There are also semi-solid variants of each block.
- Boost Blocks: When stepping on these blocks you will go in the direction of the arrow until you hit a wall or start climbing.
- YI Platform Blocks: Hitting one of these from below will spawn a platform which either moves left to right or up and down, the color of the block determines which type you'll get.
- Nullifier: A BGO which uses the nullifier.lua API from the LunaLua subforum but without the need for you to set it up, invisible in-game.
- NPC Remover: This BGO will kill any NPC which comes in contact with it.
- Spawnzone: This sizable will keep any npcs which are overlapping it spawned while the player is also overlapping it.
*The player filter blocks have been turned into player pass-through blocks for every playable which is allowed.
*A test level is included with the devkit for you to test out all the new additions.
*The !blockvariants folder for all the different variations of the new blocks, meant to be used like regular custom graphics.
Levels should adhere to these guidelines, as these are some important notes about the episode itself:
-The level must be compatible with the devkit
-When making custom resources in the user-defined fields, start at the ID of 801. (example: npc-801)
-If your level has dragon coins, it must have exactly 5
-You can have a boss in your level, however, bosses at the end of the world are going to be their own levels.
-You can request powerup filters in your level thread
-You can request a character filter for any character (or characters) of your choosing in your level thread. The characters allowed are Mario, Luigi, Toad, Peach, Link, Wario and Uncle Broadsword. The characters which are globally available to play as in every level (which doesn't filter them out), are Mario, Luigi and Toad. The others are to be used only in levels designed for them.
-Don't make your level too long, regardless of the amount of checkpoints.
In addition to those, here are some more important objects of notice
The collectibles which will be used in this game for the purpose of unlocking are star coins, resprited to be dragon coins, if you choose to put them in your level you must have exactly 5 of them, otherwise they aren't a required thing to add to your level.
In addition to the dragon coins, we will be using coins as a currency for shops in the game, 1-UPs give out 100 coins and 3-UP moons give out 250 coins, lives are infinite and not shown in the HUD.
The game will be using the new switch palaces added in the maglx3 build, currently there is no plan for what they're specifically be used for, but you are allowed to place switches in your levels, I don't recommend making them required to get a secret exit or anything, but currently discussion about this hasn't really begun and I'm open to suggestions as to how to implement them.
Please do not submit switch palaces yet, I will most likely be handling them at a request-from-me only basis.
You are welcome to try to design the ending castles of any of the worlds, however do keep in mind that there is no set number of worlds planned, and big boss castles are going to all have completely custom lua bosses separate from their level file, and if you intend to make a boss castle, I would expect you to be able to do most of that work yourself.
Other than that, there are no real limitations other than the fact, that obviously there won't be that many of these so I don't want everyone trying to make boss castles for this!
This section concerns all the progress publically available of the game so far, currently it's mostly just gonna be screenshots, but later it might include some other things. (Obviously there's not gonna be much here yet, but hopefully that won't be for that long) Here's the list of all currently submitted levels: https://docs.google.com/spreadsheets/d/ ... sp=sharing
Other things of note that I couldn't fit into their own section!
Discord Link: https://discord.gg/4NvduUa
The world map will be handled later on, when we have a reasonable amount of levels ready, there are currently no plans for it.
Other potential questions I want to possibly preempt:
Q- What if I want to make a level but the gimmick I have in mind has something lua related but I don't know how to do lua?
A- I'll try to help everyone with the code for their levels at all time, so if you have some ideas and I can do them in a reasonable amount of time, I will try to help you as much as possible.
Q- Is there a place to plan things for this game that is not this thread?
A- Currently, this is the only place meant for discussion of SLAM, but it is possible that in the future, if there is enough interest, I might make a discord server
Q- Can I use the devkit assets outside of SLAM?
A- I would prefer if you wouldn't use the assets from the devkit before the game releases, it's possible that they still have some bugs and generally I would like it if this game had something unique to it at release.
Q- Can I see all the levels submitted to this anywhere?
A- https://docs.google.com/spreadsheets/d/ ... sp=sharing
Q- Can I submit levels which I've already released beforehand, or levels which I have submitted to contests such as MAGLX3?
A- The answer is no unless I explicitly state otherwise on a per-level basis
this Q&A thing will be updated as answers may potentially change and new questions come up