Love how most parts interact with each other even if they weren't together in the original game. They really had a Mario Maker mindset when making this masterpiece
Yeah, in a randomizer, i founded a Lot of cool things, like hoppycats in the shadows. Or a really strange enemy that i didn't know it was a sproing without the Shadow. It felt like the game was designed for modding.
@@poleve5409 aha man I'm assuming you weren't confident with your English, definitely was nothing wrong with saying "things", I thought you were if there was a programming term for "things", Java and other languages where you work with programming classes is usually called "object-oriented" programming in computer science so I thought I would say that's the term that's all
I'd say it's like that because they worked on the objects before making most of the levels, and wanted to make them interact so they can make more creative ideas. But that's just a theory, a game theory.
The attention to detail with that flower next to the checkpoint behaving differently after respawning and the level being different when not being a goomba is really cool.
I love how the way you designed feels like Nintendo made it, like when you go on top of the platform and collect unseeable coins, or when the wonder flower uses use of the counting platforms to slowly make its way down. Good job 👍
This was a great watch! It’s an excellent level but glad you acknowledged the cramped feeling. I designed a lot of levels for Sackboy and giving players breathing room was an important discovery during development, particular when 4 players are traversing the level. Really look forward to seeing your future levels and how they evolve 🤗 Exciting stuff!!
That bit about the level having to be engaging even without the Wonder Flower is something I haven’t thought about. It makes me appreciate Wonder’s game design even more! Would love to see more game design analysis from you
I love when elements in the game play into eachother in a way that makes sense, even when it's never really utilized in the game itself. Makes me *wonder* if they had other ideas with these mechanics that didn't make its way into the final game, but the coding has been leftover. Either way, it paves the way for some inventive levels, like this one! Compared to placing tiles in the NSMB games, does planting coordinates for level terrain have any advantage and disadvantages?
The coordinate-based tile system is a bit finnicky to get used to as someone who's been manually placing down tiles for like a decade, but regardless it's still way faster and easier to change than traditional tiles. I think it'll lead to less variety when it comes to potential future custom tilesets, but it's a decent trade-off in my opinion.
8:15 I think being able to defeat the piranha plants with the elephant powerup is a good thing, as it rewards being able to keep the powerup by allowing the player to get through sections where they’d normally have to wait for piranha plants (or otherwise take additional time in dealing with them) faster. Plus, you still need good timing with the attack, which makes it less overpowered and more about risk versus reward. Very good level design, by the way.
Love to hear the development of the level! It's super exciting to see how developed levels are already getting, so I can't wait to see more interesting mechanics!
12:51 if you plan on going back to levels you already made and change a few things in the future id suggest adding a few coins where the wonder seed is supposed to be for if you dont get the wonder flower, cuz atm it just looks kind of pointless and if a new player went there without getting the flower they'd probably think there was something hidden under there if you fell down or something
Wow, this level is beautifully design! I am so excited to play the future custom levels and hopefully campaign on Mario Wonder. Is a great game and I want to see modders making the best of it.
I might wait until a more stable release when the editor is a bit more developed, but nice and thanks :D Really good level, can't wait to start playing with the editor :D
Imagine if Nintendo Ninjas invade in and throw all members of modding commulity into pitch dark, freezing cold jails just for sake of Intellectual Property Protection.
Although I think it would've been cool to stick to that tradition, there are a few reasons why it wasn't named that as far as I'm aware: 1. There is already an NSMBU level editor called Satoru that was made for the development of Newer SMBU 2. Wonder is not a New SMB game unlike the games that Reggie and Miyamoto are level editors for 3. Fushigi doesn't share anything in common with the NSMB editors, whereas Miyamoto and Satoru are both forks of Reggie
Considering SMBW was quite lacking in the maze-y ghost house levels of past entries, would be interesting to see you try making one of those at some point
if you don't know what to hide in an area, maybe you could put a trigger that spawn a couple coins and a flower coin, most lesser secrets in game do that
It is interesting how elements are made to interact in ways they don't in the base game, they never get utilized so it seems like such a practice is a waste of effort. I wonder if we will be getting more levels in DLC or something.
Something to add for that upper space with the Spike towards the end: Maybe just a bud on the wall that spawns some Purple Coins over the countdowns? You should have cleared out the Spikes by then, so they're likely to just be a nice trivial reward.
Adding a wonder bud there was the original plan, but I think the problem with that is that I don't actually *want* to encourage players to kill that spike up there, that basically defeats the whole point of that section which is the spikeballs chasing you down. The secret up there should be more of an acknowledgement of the fact that you did something that you weren't supposed to do, so it should be invisible otherwise. I believe wonder buds can only get triggered by elements that the player has interacted with.
I just wanted to mention that I think the spot for the wonder seed should've had something for when you skip the wonder flower. Wonder effect or not, there could've been coins around the seed to fill the space and make there actually be importance to that spot without the flower.
hmm, I'm not sure I agree, the focus of that section *is* the wonder flower, having something like coins to distract the player might confuse people, though I understand that in most levels the wonder flower is more secret / difficult to grab than it is in this level
@@Rimea not the wonder flower, they meant the wonder seed, the one you collect at the end of the wonder flower section. They're saying you could place something different there in case the player did not pick up the wonder flower.
@@b4ttlemast0r ah I should learn to read lol the problem with putting something like coins there would be that if the player did get the wonder seed those coins would then respawn right at the spot where the player is I suppose it might be possible to do some trickery that makes it to where the coins only spawn if you don't get the flower but also don't respawn once you get the seed
I like how you create your custom levels this is sooo coool I hope the Nintendo does this for super Mario maker 3 and include all the main normal enemies and the wonder flower effects that you can change your level how ever you want it to be just like the ? Blocks for an example when you drag them over and place them down and link them to non wonder effect and wonder effect could be awesome
Regarding the 10 coin, i dont think the game ever forces you to get a wonder effect to collect the 10 coins. Im not sure but it seems like something that you should be able to collect without
I had the same thought while working on the level, and then I remembered the 10 coin where you walk across spikes during the goomba transformation level
@@Rimea to be fair, you don't need the goomba transformation to get the 10 coin if you damage boost it, if they really wanted to prevent you from getting the 10-coin they could've made it despawn but they kept it there which imo is cooler than outright disabling the coin
I feel like Mario Maker 3 will have a Wonder style, but it will be very limited because they'll put time into 4 other styles. That's why I hope they just go all in with a Mario Wonder Maker, without the other styles.
You made the green pipes enterable and red pipes normal. But I think Mario Wonder more often does it the other way around. This is because red stands out more as a color.
There is one question that arises to me: How did remove all level elements in that specific level, you were editing, in Fushigi? I want to deep dive into Fushigi as well, because editing levels with the YAML method is time consuming, but I do not recall Fushigi having a multiple actor selection option. Did you manually remove everything from the level slot except for the background?
not yet, I might end up including this level in a potential level pack or something like that, but in general I don't really see the point of releasing individual levels for now
Hi Rimea, I was wondering: do you think it could be possible to make fully custom wonder effects instead of using the already existing ones? If it’s possible it probably is very difficult and not worth the problems but I was curios. Or wondering rather
That's a bit of a difficult question to answer because what would make a wonder effect fully custom is pretty vague. It's already possible to make a wonder effect spawn / despawn basically anything, so it's easy to make like, a wonder effect where all the enemies become massive, or water gets replaced by lava, or coins start raining down, would those count as a custom wonder effects? Regardless, people have already been digging into the game's code, so theoretically it will be possible for people to program basically anything into the game in the future, though that's up to people who are far smarter than I am when it comes to that kind of stuff.
Thanks, I realise my question was a bit ambigous but still even with the information you gave me I understood some stuff about the already good state of mario wonder modding
@@Rimea Here are more ideas for wonder effects: 1. Altered physics, like jump speed, walk/run speeds. 2. Daredevil comet - one-hit-kills, even for Elephant Mario. 3. Slow movement sand besomes actual quicksand. 4. Wraparound level topology. 5. Everything flipped upside-down. 6. Wind that pushes players and enemies around. 7, Lights go out - total darkness. 8. Actual killer timer. 9. Coins drain over time. If run out - instant death. 10. Controls are tampered with. Reverse D-pad input, for instance. 11. Ability to fall off walls in top-down perspective shift wonder events. 12. Forced badge switch mid-level. 13. Different size of Puffy Lift trancformation. P.S. What is the maximum number of checkpoints can exist in a single Mario Wonder custom level?
You need three things: a pipe, a "PopUpTag" and the enemy or object you want it to spawn the PopUpTag has a link to the pipe that's set to "Reference" and the enemy or object has a link to the PopUpTag that's set to "PopUp"
Question: How long did it take since you started making levels when you felt like you could make decent levels? I like to think I have a generally good idea on what makes a good level, but every time I whipped something up in Mario Maker I always felt disappointed in the end. I suppose it's just a matter of practice.
I've maybe made hundreds of 2D Mario levels since around 2017, but I still tend to feel a bit disappointed when finishing levels if I compare them to what I had in mind ahead of time. Like I talked about in this video, I tend to come up with a lot of ideas for levels beforehand and then change my mind about a lot of stuff along the way, it's really all about managing expectations. Still, to give a more simple answer to your question, looking back at my levels I think I first started making levels I'm still happy with today around 2020, so... three years?
I'll probably include it in a potential level pack or something like that, depends on if I'm still happy with it once I've made many more levels, I don't see the point of releasing individual levels really
It’s weird how so many mario wonder elements work with other elements they would never interact with in the main game. Almost like Nintendo is preparing to have some sort of level editor🤔🤔
So I saw a UA-cam short, saying that during the singing flowers levels the controller also makes music, not sure if that's true or not. It would be interesting if you could implement that into a level. I also look forward to all the troll makers and players doing the troll levels. IE Carlsagan42
Love how most parts interact with each other even if they weren't together in the original game. They really had a Mario Maker mindset when making this masterpiece
Yeah, in a randomizer, i founded a Lot of cool things, like hoppycats in the shadows. Or a really strange enemy that i didn't know it was a sproing without the Shadow. It felt like the game was designed for modding.
@@poleve5409funnily enough, the better word is "objects" lol
@@poleve5409 aha man I'm assuming you weren't confident with your English, definitely was nothing wrong with saying "things", I thought you were if there was a programming term for "things", Java and other languages where you work with programming classes is usually called "object-oriented" programming in computer science so I thought I would say that's the term that's all
I suspect this was done so they could make big level changes without much stress on the programmers
I'd say it's like that because they worked on the objects before making most of the levels, and wanted to make them interact so they can make more creative ideas. But that's just a theory, a game theory.
The attention to detail with that flower next to the checkpoint behaving differently after respawning and the level being different when not being a goomba is really cool.
I love how the way you designed feels like Nintendo made it, like when you go on top of the platform and collect unseeable coins, or when the wonder flower uses use of the counting platforms to slowly make its way down. Good job 👍
I honestly really like the 'cramped' feel to the level. Everything feels more lively and enjoyable imo
This was a great watch! It’s an excellent level but glad you acknowledged the cramped feeling. I designed a lot of levels for Sackboy and giving players breathing room was an important discovery during development, particular when 4 players are traversing the level. Really look forward to seeing your future levels and how they evolve 🤗 Exciting stuff!!
That bit about the level having to be engaging even without the Wonder Flower is something I haven’t thought about. It makes me appreciate Wonder’s game design even more! Would love to see more game design analysis from you
This is incredible. It would be such a joy to play through a full game with levels like this.
Makes me wish so much for mario maker 3 with a wonder style, would be very complicated though especially if they bring back versus
I love when elements in the game play into eachother in a way that makes sense, even when it's never really utilized in the game itself. Makes me *wonder* if they had other ideas with these mechanics that didn't make its way into the final game, but the coding has been leftover. Either way, it paves the way for some inventive levels, like this one!
Compared to placing tiles in the NSMB games, does planting coordinates for level terrain have any advantage and disadvantages?
The coordinate-based tile system is a bit finnicky to get used to as someone who's been manually placing down tiles for like a decade, but regardless it's still way faster and easier to change than traditional tiles. I think it'll lead to less variety when it comes to potential future custom tilesets, but it's a decent trade-off in my opinion.
8:15 I think being able to defeat the piranha plants with the elephant powerup is a good thing, as it rewards being able to keep the powerup by allowing the player to get through sections where they’d normally have to wait for piranha plants (or otherwise take additional time in dealing with them) faster. Plus, you still need good timing with the attack, which makes it less overpowered and more about risk versus reward.
Very good level design, by the way.
Love to hear the development of the level! It's super exciting to see how developed levels are already getting, so I can't wait to see more interesting mechanics!
I cant wait to see those future tutorials. This games modding scene will be incredible
this was super fun to watch! amazing work, loved the little changes if you skip the wonder flower too
12:51 if you plan on going back to levels you already made and change a few things in the future id suggest adding a few coins where the wonder seed is supposed to be for if you dont get the wonder flower, cuz atm it just looks kind of pointless and if a new player went there without getting the flower they'd probably think there was something hidden under there if you fell down or something
Wow, this level is beautifully design! I am so excited to play the future custom levels and hopefully campaign on Mario Wonder. Is a great game and I want to see modders making the best of it.
I feel like I've been watching all your videos since Mario Wonder came out. Finally subscribed. Sorry it took so long lol
I might wait until a more stable release when the editor is a bit more developed, but nice and thanks :D
Really good level, can't wait to start playing with the editor :D
Imagine if Nintendo Ninjas invade in and throw all members of modding commulity into pitch dark, freezing cold jails just for sake of Intellectual Property Protection.
I kinda wish the wonder editor was named Iwata. NSMBW’s was Reggie and NSMBU’s was Miyamoto. it’d honor his work as well.
Although I think it would've been cool to stick to that tradition, there are a few reasons why it wasn't named that as far as I'm aware:
1. There is already an NSMBU level editor called Satoru that was made for the development of Newer SMBU
2. Wonder is not a New SMB game unlike the games that Reggie and Miyamoto are level editors for
3. Fushigi doesn't share anything in common with the NSMB editors, whereas Miyamoto and Satoru are both forks of Reggie
I'm really excited to see where custom levels go with this game.
i think the more cramped level design is better because its just more interesting
Considering SMBW was quite lacking in the maze-y ghost house levels of past entries, would be interesting to see you try making one of those at some point
this is essentially mario maker on steroids
He called them Wonder Buds!!!
Lol
if you don't know what to hide in an area, maybe you could put a trigger that spawn a couple coins and a flower coin, most lesser secrets in game do that
It is interesting how elements are made to interact in ways they don't in the base game, they never get utilized so it seems like such a practice is a waste of effort. I wonder if we will be getting more levels in DLC or something.
Something to add for that upper space with the Spike towards the end: Maybe just a bud on the wall that spawns some Purple Coins over the countdowns? You should have cleared out the Spikes by then, so they're likely to just be a nice trivial reward.
Actually, this makes me wonder: can Spike's balls trigger those flowers..?
Adding a wonder bud there was the original plan, but I think the problem with that is that I don't actually *want* to encourage players to kill that spike up there, that basically defeats the whole point of that section which is the spikeballs chasing you down. The secret up there should be more of an acknowledgement of the fact that you did something that you weren't supposed to do, so it should be invisible otherwise.
I believe wonder buds can only get triggered by elements that the player has interacted with.
@@Rimea what about a hidden block with a flower coin inside
I just wanted to mention that I think the spot for the wonder seed should've had something for when you skip the wonder flower. Wonder effect or not, there could've been coins around the seed to fill the space and make there actually be importance to that spot without the flower.
hmm, I'm not sure I agree, the focus of that section *is* the wonder flower, having something like coins to distract the player might confuse people, though I understand that in most levels the wonder flower is more secret / difficult to grab than it is in this level
@@Rimea not the wonder flower, they meant the wonder seed, the one you collect at the end of the wonder flower section. They're saying you could place something different there in case the player did not pick up the wonder flower.
@@b4ttlemast0r ah I should learn to read lol
the problem with putting something like coins there would be that if the player did get the wonder seed those coins would then respawn right at the spot where the player is
I suppose it might be possible to do some trickery that makes it to where the coins only spawn if you don't get the flower but also don't respawn once you get the seed
Cant wait for Mario Wonder Maker 👁️👁️👁️👁️
i thought this was about those weird contact juggling balls
I like how you create your custom levels this is sooo coool
I hope the Nintendo does this for super Mario maker 3 and include all the main normal enemies and the wonder flower effects that you can change your level how ever you want it to be just like the ? Blocks for an example when you drag them over and place them down and link them to non wonder effect and wonder effect could be awesome
You know, the modding community works so fast it is amazing, and slightly worrying (for Nintendo at least)
I haven't homebrewed my switch (or anything else for that matter) but this kinda makes me want to try it
Regarding the 10 coin, i dont think the game ever forces you to get a wonder effect to collect the 10 coins. Im not sure but it seems like something that you should be able to collect without
I had the same thought while working on the level, and then I remembered the 10 coin where you walk across spikes during the goomba transformation level
@@Rimea to be fair, you don't need the goomba transformation to get the 10 coin if you damage boost it, if they really wanted to prevent you from getting the 10-coin they could've made it despawn but they kept it there which imo is cooler than outright disabling the coin
Cool! Amazing and awesome! Are you working on a mod or something?
super mario fushigi😍
I feel like Mario Maker 3 will have a Wonder style, but it will be very limited because they'll put time into 4 other styles. That's why I hope they just go all in with a Mario Wonder Maker, without the other styles.
Aren't the other modes practically almost complete due to mm2?
A little bummed that it didn't follow the tradition of previous popular 2D editors of being named after famous Nintendo execs
You made the green pipes enterable and red pipes normal. But I think Mario Wonder more often does it the other way around. This is because red stands out more as a color.
There is one question that arises to me: How did remove all level elements in that specific level, you were editing, in Fushigi? I want to deep dive into Fushigi as well, because editing levels with the YAML method is time consuming, but I do not recall Fushigi having a multiple actor selection option. Did you manually remove everything from the level slot except for the background?
Ah never mind, you explaint it in the video. Thanks! It will be taking a bit, but still thanks.
Is there a download for the level?
not yet, I might end up including this level in a potential level pack or something like that, but in general I don't really see the point of releasing individual levels for now
This is awesome I cant wait to see some metal mario levels which actually brings up a question does metal mario interact with water?
I'm pretty sure you can still swim in water as metal mario, though it might be possible to tweak that.
Very Interesting, if possible to tweak maybe there were plans to use it elsewhere including water levels. But other than that pretty cool!
fushigi also means Metal balls Contact Juggling
We need a FakeYou voice of the talking flowers to make custom voice lines.
Cool!
Hi Rimea, I was wondering: do you think it could be possible to make fully custom wonder effects instead of using the already existing ones? If it’s possible it probably is very difficult and not worth the problems but I was curios.
Or wondering rather
That's a bit of a difficult question to answer because what would make a wonder effect fully custom is pretty vague. It's already possible to make a wonder effect spawn / despawn basically anything, so it's easy to make like, a wonder effect where all the enemies become massive, or water gets replaced by lava, or coins start raining down, would those count as a custom wonder effects?
Regardless, people have already been digging into the game's code, so theoretically it will be possible for people to program basically anything into the game in the future, though that's up to people who are far smarter than I am when it comes to that kind of stuff.
Thanks, I realise my question was a bit ambigous but still even with the information you gave me I understood some stuff about the already good state of mario wonder modding
@@Rimea Here are more ideas for wonder effects:
1. Altered physics, like jump speed, walk/run speeds.
2. Daredevil comet - one-hit-kills, even for Elephant Mario.
3. Slow movement sand besomes actual quicksand.
4. Wraparound level topology.
5. Everything flipped upside-down.
6. Wind that pushes players and enemies around.
7, Lights go out - total darkness.
8. Actual killer timer.
9. Coins drain over time. If run out - instant death.
10. Controls are tampered with. Reverse D-pad input, for instance.
11. Ability to fall off walls in top-down perspective shift wonder events.
12. Forced badge switch mid-level.
13. Different size of Puffy Lift trancformation.
P.S. What is the maximum number of checkpoints can exist in a single Mario Wonder custom level?
How do the pipe spawners work?
You need three things: a pipe, a "PopUpTag" and the enemy or object you want it to spawn
the PopUpTag has a link to the pipe that's set to "Reference" and the enemy or object has a link to the PopUpTag that's set to "PopUp"
@Rimea Alright thank you
1 hour gang
I would play this
Question: How long did it take since you started making levels when you felt like you could make decent levels?
I like to think I have a generally good idea on what makes a good level, but every time I whipped something up in Mario Maker I always felt disappointed in the end. I suppose it's just a matter of practice.
I've maybe made hundreds of 2D Mario levels since around 2017, but I still tend to feel a bit disappointed when finishing levels if I compare them to what I had in mind ahead of time. Like I talked about in this video, I tend to come up with a lot of ideas for levels beforehand and then change my mind about a lot of stuff along the way, it's really all about managing expectations.
Still, to give a more simple answer to your question, looking back at my levels I think I first started making levels I'm still happy with today around 2020, so... three years?
so cool
true
Is there actually any 10 coins you can’t get without using the Wonder Flower in the base game? It’s been a while since I played so don’t remember any
there's the one during the first goomba transformation level where you have to walk over spikes in a 1 tall gap
fu-fushigi?? like the magic gravity ball?
I hadn't heard of it before getting comments about it on this video, I wonder if the developers are aware of it lol
PLEASE TELL US HOW TO MAKE THE WONDER STYLE TEXT PLEASSEE
I use this github.com/EthonicDev/NSMB-Logo-Generator-Blender/releases
@@Rimea 10 months later and I realised you replied lol. Thanks so much dude
It's amazing how much deeper into modding I have gotten in this time
I Want To Make A Custom Level Now!
I Said I Want To Make A Custom Level Now!
what the heck, how can ppl create such a program? imagine all sorts of kaizo marios
I don’t know how to download this but if I could I would want this
(I am typing this on my phone but I have a computer just so you know)
NEWER SUPER MARIO BROS WONDER 😍😍😍😍😍😍😍😍😍😍
are you gonna release this anywhere?
I'll probably include it in a potential level pack or something like that, depends on if I'm still happy with it once I've made many more levels, I don't see the point of releasing individual levels really
im one who think what fushigi it was like luigi or something else? xd
I love it ❤ how do I get it
It’s weird how so many mario wonder elements work with other elements they would never interact with in the main game. Almost like Nintendo is preparing to have some sort of level editor🤔🤔
Surpised they didn't name it after a Nintendo employee. Other 2d Mario editors are.
Fushigi means "strange" in Japanese
So I saw a UA-cam short, saying that during the singing flowers levels the controller also makes music, not sure if that's true or not.
It would be interesting if you could implement that into a level.
I also look forward to all the troll makers and players doing the troll levels. IE Carlsagan42
isn't fushigi that one chrome ball toy
having just googled it, yes apparently
Please make a tutorial 🙏
Fushigi ball?????????
That looks complicated
I'll just stick to Mario maker 2
1st!!!
Bro think he Special 💀💀💀💀💀💀💀💀🤓🤓🤓🤓🤓🤓☝️☝️☝️☝️☝️☝️☝️☝️☝️
First is the worst
Poland the best
And here I was thinking you'd be able to make a level using a glass ball.