Indeed, I could easily change that but decided it was better than having the player run into a spikeball jumpscare the moment they enter that room. That now only happens if you enter the room right alongside the spikeball, and even then I added those coins to tell the player to jump over it in case that happens.
I think my only critique with the level is to do with the two talking flowers that both say "Good luck with this part" Yeah, the game is no stranger to reusing lines, but never more than once in the same course
Would you believe me if I told you I hadn't even realised I'd used the same line twice until you pointed it out? I suppose I messed something up whilst implementing the talking flowers without realising during playtesting, but I'll be sure to fix this!
The Color coordination in this level is severely underrated; It looks absolutely Stunning! The red, yellow, and brown enemies and objects complement the autumn theming extremely well.
I Cannot believe how underrated you are. I thought you had like hundreds of thousands of subscribers, but you don't! You definitely deserve some more attention.
Putting a ten-coin behind a wonder bud isn't entirely lazy since wonder buds serve a similar purpose to the hidden walls in NSMBW and NSMBU, in that they obscure the level and allow star coins/goodies to hide away from the player, just in totally different ways.
Honestl jacko-goombas weren’t bad w/ 1st bone particle effect. It looks like a Magikoopa effect; they tend to be illusions made of various Mario items 💨
It's sad to hear that Fushigi still isn't user-friendly. I've been waiting for a while to try making a level myself (featuring Serponts and Babooms) but I can't get myself to do it when I hear how hard it can be to actually work on a level mod like that.
If I were to place a second checkpoint, I’d put it right after the spike ball chase just so that if you’re attempting the Wonder, you can get back to it pretty quickly if you die.
Are you capable of having multiple Wonder effects active in the same level? Like how it works in Bowser's Rage Stage where at each section the Wonder effect changes
Something I want to do for my game that I'm making is create the same kind of terrain building system that Mario Wonder has. Do you know where I could learn about doing this or what it's traditionally called? Creating various terrains using the grid point system in the level editor?
I dont't know if there is a universally agreed upon term for this type of system, something like "2D polygon-based terrain" might get you the results you're looking for, I believe it's a common method for modern 2D videogame terrain.
Mario Bros Wonder does it's terrain in a very interesting way, while the input is paths the output is more or less traditional grid aligned tiles here's how the game does it or atleast how we recreated it in Fushigi (I was the one who implemented it) First it identifies grid aligned path segments with slope angles 45° and 22.5° and places slope tiles along them for those slope tiles it also places slope corners below (or above) them (they have no visuals but are required for the final step) in the next step it "rasterizes"/fills the polygons with blocks using the winding number algorithm finally it autoconnects the Tiles by finding the correct tile, based on the tile's 8 neighbor pattern and it's slope corners, in a GIGANTIC lookup table. That lookup table was such a pain to generate but absolutely worth it, other than that it was super fun to figure it all out and implement it The code is on Fushigis Github in Fushigi/tree/main/Fushigi/course/terrain_processing (not posting a link because I don't want to get marked as spam)
Cool level! I do have a question about SMBW though, could you somehow make it so that the background "sub areas" that come in the background, I'm wondering if you could somehow put 2 in the same level, or more than two.
whats even the point of that. oh yes lets recreate some perfectly good levels into a limited level editor with an extremely scuffed looking art style. not to mention how ridiculously tiny the level length is. you wont even be able to finish 1/3 of the level before running out of space.