Your comment about the Spike Ball transformation just being a Starman section make me realize that you can take two mechanics that are basically the same thing and make them feel wildly different with level design alone.
I don't really get people's problem with underwater levels in 2D Mario. If there was an air mechanic, I could totally understand that, but it's basically a level where you get 4-directional movement. It's especially hypocritical considering people seem to generally love the star level in Mario Land 2, which is basically just an auto-scrolling water level.
@@jackatk also the dolphin kick badge plays a big part in making the levels good, and while still in the bottom third of levels for me, all the levels in wonder are generally good so it evens out
I just like vibing through every level. An underwater level doesn’t make me vibe less. Everything is a nice vibe. 👍 This applies to all Mario and Donkey Kong games
*a level where you get 4 directional movement and slow, annoying physics where you have to constantly mash to avoid obstacles Also it doesn't make any sense to assume that people who dislike water levels and people that like a super Mario Land 3 water level are the same people
Looking at the editing screen in Fushigi, it looks pretty easy to use. But then you look at the sides with the file stuff, and it looks pretty complicated. Your time lapses make Fushigi look so easy to use. Also if you don’t mind me asking, what’s your accent? I wanna say British, but you can do hard R’s, while most Brits can’t.
Yeah if you ignore all the complicated stuff you can treat Fushigi like Mario Maker, but in order to make Nintendo-like levels you have to understand the complicated stuff as well. It's always fun to see people try to analyse my accent, I'm Dutch.
I loved this level, nice work and dedication❤ Each level is getting even better. Nice study about the level too. Im so excited to see a castle level anytime!
When you mentioned that you might make a mod with custom levels, I thought about a level which is sort of like a labyrinth ghost house or a music based level because there aren't really that much of both of these concepts in the main game or in mods so that would be cool.
9:47 Once this gets added to a bigger ROMhack, I wonder if it’s be feasible for the spikeball transformation to be model-swapped to an urchin, since they kinda behave similarly in this level. It’d be a nice way of fitting all 3 mechanics into the Wonder section.
I wonder how hard it would be to make custom power-ups. Implementing the ice flower would be amazing, but I also imagine that it would be very difficult.
Ignoring all the other complications that come with adding a new power-up, the ice flower in particular would be tricky due to the ice block formation system. I believe every object in NSMBWii / U has its reaction to being hit by an ice ball (whether it gets frozen / for how long / the size of the ice block) built in. So adding the ice flower to Wonder would require way more than the implementation of the power-up itself.
@@Rimea Yeah, you would probably have to modify the game code directly. I am tempted to learn how to do it myself, but I barely have any coding experience.
Love your videos man, I love mario wonder and seeing new gameplay of new levels of it makes my day, but the thing that bothers me in these videos is the talking flower. The dialogs are repetitive. If you make new dialogs for them, the levels will be perfect.
I don't think putting my own voice into my levels is a good idea, and I really don't like the idea of AI generating voice lines either, so if I ever made a mod that featured custom voice lines, I'd have to find someone else to record those. I might end up doing that *eventually*, but that process is pretty elaborate.
@@Rimea I think it'd be really neat to get someone to record custom voice lines! It's like how any mod for Portal 2, a game very heavily based around your one little talking robot companion, will come up with a new one that's differently colored and has a new voice.
haha I was actually just thinking about how Wonder mods could use the taking flowers like how portal mods use the cores the other day. It would be great if an eventual large-scale Wonder mod could feature multiple talking flowers with different personalities and dynamics.
@Rimea they already have the red ones from the wiggler races people totally could give that one a different personality and we even have the blue ones from that one desert level
@@Rimeawait does that mean that you can put stuff like enemies on the map? I know that seems strange but many games actually use the same type of object for everything, so you can place e.g. a flagpole in a level-like menu or something. Usually that ends up crashing the game though
Got a question about the assets in Mario Wonder. Are the Brick and question mark blocks sprites or are they 3D models? I'm just curious on how someone would mod those parts of the game.
They're sprites with normal and specular maps, basically everything in Wonder that can be 2D *is* 2D, as opposed to i.e. New Super Mario Bros. U which uses 3D models for most things other than level terrain.
@@Rimea Gotcha, it sounds more efficient since these blocks never rotate on an axis that requires seeing a different side and the game camera is orthographic. Good to know about the NSMBU version as well, thanks.
@@Rimea It seems like you have before, I just got back into it and there's nothing I like more than making levels so maybe I'll download that level editor
In editing Mario Wonder levels is there any hard-cap on level size or item budget? Or you can go as extreme as you want it might just lag the gameplay? In Mario Maker my level ideas were usually held back a little by level size or item budget ha
Before working on this level I would've said no, but I did run into something while working on this one that seemed like a file size limit. I made this level by editing an existing level, and that existing level had a massive second area, so at one point when I was nearly done with my own level's main area, it seemed like the two combined made the overall level so big that the game stopped loading certain elements. So making a level that's twice the size / complexity of one of the original game's levels might not be possible.
There haven't been proper releases in a while, but the program is still being worked on. I always use an in-dev build, it's possible to manually build the latest version through the git installer.
Hi, Rimea, please, check out my feedback: these unevident routes of fast-flying inevitable harming things (like at 1:23) often turn out as unfair and annoying ambush to the player (also some of these can be seen in "Spiny spires" and "Spike pipe tribe"). And all the other things about your levels are *wonderful* !
I appreciate the feedback! It should be noted that you're obviously watching footage that's sped up, if you look at 12:36 you'll see that the player has a lot of time to see the urchin coming. If I ever end up releasing my levels, that would be after they've been playtested by people other than me, so if stuff like this does end up feeling unfair, those problems should be ironed out in the future.