How Mario Wonder's Playable Backgrounds Work
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- Опубликовано: 28 сен 2024
- Super Mario Bros. Wonder features playable background and foreground layers, so in this video I explain how those are implemented behind the scenes and how to modify them.
The Wonderland Discord server: / discord
I forgot to mention it in the video, but (once again) thanks to @jupahe6448 for helping me research this topic.
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Hello everyone, Rimea here!
This channel is all about modding modern Mario games such as Super Mario Bros. Wonder and Mario Kart 8 Deluxe.
Apart from showcasing my mods, I also make videos explaining the mod creation process.
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► Twitter: / the_rimea
► Email: rimeamodding@gmail.com
This background stuff could be used for troll hacks for sure. Imagine thinking a block is real but it's actually on a background layer so you can easily pass right through it. Similarly an insanity maze where it looks like one solid wall of blocks but actually it's the background messing with that perception and there is a path you can't see.
Good ideas
oh no
Don't give these mofos any ideas!
that's literally half the multiplayer-centered park levels. just absolute bullshit
@@cobaltordinaire5219 Those are generally supposed to be puzzles (which could also be cool) but some proper troll levels from the troll gods in wonder would be incredible
5:57 gonna throw out a guess that this isn’t the level tilting but just the camera and the games physics being adjusted so objects act like they’re on a slope. Would be the easiest way to achieve the effect
having looked at that level's internals, I can confirm that's how it works yes, though there is functionally no difference between that and actually rotating the level, kind of like the Bowser Jr. bossfight trick I made a video about
@@Rimea Wait there's a Bowser Jr fight where the level rotates..? Or are you saying you modded that in and it functioned the same? My memory is terrible lol
I assumed the difference is when you tilt the level the character & background may stay upright, seeing everything get tilted I imagined camera was the easiest way
I guess the only difference it would make is internal direction of coordinate axes, though if it's programmed correctly that should make no difference.
@@dh3913 they mean that it uses the same technique as in the bowser fight, where your character doesn't change in scale but the room itself does.
@@Rimea but if that's the case, how about that one bonus level which does a 360 of the stage in 90 degrees increments? And alternatively, could we just mess with the physics outright to make players stand on walls instead of the stage rotating?
"what Mario wonder has introduced to the series is playable background layers"
virtual boy wario land, the best game ever known to mankind:
virtual boy wario land is my favourite mario game
For the level editor the background area object box thing really needs a view mode that moves it to where it is in game by calculating where it is based off of the set scroll speed. Would also be nice if you could lock it so you cant mess up scale either.
The playable backgrounds almost reminds me of donkey Kong country returns.
Everyone compares Super Mario Bros Wonder to the new Super Mario Bros games but from my point of view, It has a very similar art style and type of gameplay elements from donkey Kong country returns and Yoshi's new island.
These videos make me so appreciative of video game design. There is just so much happening behind the scenes and it all comes together so incredibly well.
learning about how this game works is genuinely so fascinating, video games are so cool
The more stuff gets figured out, the more i see a very bright future with mario Wonder mods
Kinda sad the background/foreground platforming feature wasn't exploited at its full potential, I can't wait for future modded levels using this tho
your videos are very interesting, keep them coming!
The camera being orthographic explains a lot about why this game looks different from other 3D games
i was watching this and was like: yooo this could be used for a cool space station level where the pipes move you onto walls and-"rotation is ignored" awwwwwwwwwwwwwwwwwwwwwww
it might still be possible to make the size negative to flip it vertically or horizontally
There's that one break time where the whole level rotates so the game does it
Thanks for answering my question!
These reminded me of super paper mario
1:32 That's so interesting! I *wonder* how useful this can be
I have a question does boss battles work fine in non palace levels or if they only work in palace can you put more than one or change their order
You always make the most interesting videos about how mario wonder works keep up the good work
I believe boss battles actually work fine outside of their normal arenas, though I haven't personally messed with it, might be worth checking out
also thanks!
What are the probabilities for the standees in the shop? Are the gold ones really the rarest?
Damn, some of these modding videos are making the programmers behind this game look pretty lazy, yet insanely clever imo.
It’s more of a “Work Smarter, Not Harder” Situation to me really.
I wonder if you could mod the game to respect rotational value for extra options for creative modders
Literally the goat
The devs really made things so complex for no reason
You gotta remember the modders are working with text files and their unfinished level editors. I'm sure Nintendo's actual level editor they used made everything incredibly simple and easy to use.
That's Awsome, now I'm going to try out This, it's so cool
How does the break time where the whole stage rotates works?
I believe that whole section is made up of objects that can be rotated, there's a reason they only did that particular gimmick in such a small and simple level
@@Rimea makes sense that's basically what I figured. Funny how nsmbds is like the only game to do it for an actual level
Wait how is the game'a code available, and so soon?!
like an onion, there's layers
1D 2D 3D 4D VR 360°
can you do multiple background layers? imaging going deeper and deeper into the rabbit hole subareas
I believe so, though the problem with that would be the play area would presumably get smaller and smaller
@@Rimea unless we change the camera to compensate like what the bowser jr stage does. :P
yay I'm early
The fact that the ground elements are placed at the end of the level due to scrolling is so interesting! It seems like the devs really messed around with perspective, like with the bowser junior fight. I'm definitely inspired to take some of these ideas and try to implement them in my game.
Top 5 Modders:
5. Rimea
4. Rimea
3. Rimea
2. Rimea
1. Rimea
@mariomemer123kaze emanuel is the best modder out of any gaming community without a doubt
top 10 modders (somehow anime related) editon:
@@canalso5806
1. Rimea
2. Rimea
3. Rimea
4. Rimea
5. Rimea
6. Rimea
7. Rimea
8. Rimea
9. Rimea
10. Rimea (but from one piece)
Surprised no-one mentioned amethyst
Btw the messy background you added to your custom level adds the possibility to make a tower wrap-around level more realistic.. or a tree trunk!
the moving background part looks like it could be used in a revolving tower level gimic!!
This. This right here is a great idea. Such a unique level would be very hard to design with what we have currently, , but if the modders figure it out, it’s going to be wild!
A MrBeast video came out at the same time as this. I chose this.
rimea must heart or even PIN this comment
I was hoping to see you make a fully functioning new background area section on a custom level. Maybe you can take another stab at this in the future
1:27 Sonic 2 splitscreen be like
Hey do you guys like to play Mario?
Hopefully we don’t find you in the back of a nintendo truck for modding
Me watching SMBW modding videos knowing damn well I'm never gonna be able to mod my game:
getting confirmation that wonder uses and orthographic camera is awesome. definitely giving me ideas for my own work!
Does that mean every object in this game is 3D? Because I often times find myself wondering, despite the beauty of this entire game.
@@esmooth919 overwhelmingly so, but there are a few scattered examples of background objects that are just flat image animations
A gut feeling tells me they're actually not tilting the stage in that spike ball Wonder effect, but rather the Camera and applying the Wonder effect from that Nickelodeon Slime level, just without the goop being everywhere and you can still move normally.
haha the nickelodeon slime level, and yes they do just tilt the camera, though they also change the gravity to match
@@Rimea I imagine since only SECTIONS of the level rotates in the aforementioned Nickelodeon Slime level, they figured they would just make some kind of group made of smaller objects rather than using camera tricks..
What steps did you take to change the BackGroundArea to a regular subarea?
I would like to do that with 1-2, but I'm not sure how to do it
I believe that happens if you delete the BackGroundAreaLocator or if you remove the ScrollType parameter, it basically happened by accident for me
Me acting like I understand any of this💀
I wonder how the level editor you used was made! 😮
how do you open Fushigi?
Wait… where did he get the software?
Cool
Oh, so the separate layers are like separate viewports! (this being my Godot brain speaking here :P)
indeed!
You should add your own powers
Antonblast
0:19 never saw that😮
how is the atmospheric perspective handled? how does the game make, say, muncher fields' bg area appear dimmer bc of the distance? is that done by the bg area locator object too
Probably some sort of semi-transparent overlay plane that's placed between the two layers. 🤔
every course environment lighting file has a colour code that gets applied more strongly the higher the z value of objects in the background are, which also gets applied to the playable background layers
Game 2d to 3d
This feature was planned for Super Mario on Virtual Boy but was repurposed for VB Wario Land. Also, Mutant Mudds does it.
Qn, how does the wonder effect for cosmic hippos work (specifically the superbounce portion to the space portion of the stage, since I doubt it's actually one single stage)
Maybe the reason you did if you grab the flower from the background is because the flowers reset the player at certain coordinates which get distorted by the fact that the foreground object is half the size or what not
Can you make a tutorial to make wonder style logo ?
These videos are interesting
Rimea asked us to comment on the video so here I am
Sub 100 views yay
Wow
i remember in the semifinal test prinnah plants on parade at the end of the wonder effect i remember 3 big pipes popping out and i wondered if it was big pipes or just in the backround
Considering they have collision (IIRC), I'd assume they're just part of the same play area you're already in.
indeed, the game allows for any object to be resized including those pipes, there are also big pipes in 1-2 actually
You are the best Mario Modder we got it
Wonder how this will be utilized in the future
So your telling me i can edit the level anyway i want by adding memes and n*de photos in? LESS GO
you are going to make mario wonder A-rated?, it's E-rated offically.
rimea delete the video before he can release this mod.
HAHA YOU TOO LATE I RELEASED THE MOD!!
@@izaiahnhembo FUCK
@@izaiahnhembo Delete it.
This just seems like bad coding from the devs. Definitely better ways to achieve the same result.