In development: Wonderland Adventures: Legend of the Stinker

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garirry
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In development: Wonderland Adventures: Legend of the Stinker

Post by garirry » Sun Aug 17, 2014 12:47 am

Back in January 2011, when I was still a little 11-year old kid that didn't know how to talk politely on forums, I decided to create my own WA Hub. At the time, I wanted to have the beginning of the game dedicated to showing all the magic spells, but I couldn't continue because the Flash magic didn't exist.

So, now that WAE 3 has been released, I decided to come back to doing this Hub. So, I developed the first area of the hub, and I would like to hear from you your opinion on my hub, and saying everything you want me to change, whether it's just something I wrote in the dialogs that were stupid or nonsense, or a glitch or game-breaking bug (such as a MAV).

By the way, no adventures are made at this point, and the game can't continue after a certain point. The file will be included as an extension. Hope you enjoy this incomplete hub. :wink:

(Copy the folder inside the archive to: (editor location)/UserData/Custom/Hubs )



EDIT: Decided to include a progress bar for each area/chapter. I will be updating these frequently:
AREA 0: Hub: Complete; Stages: 9/9;
AREA 1: Hub: Complete; Stages: 7/9;
AREA 2: Not Started;
AREA 3: Not Started;
AREA 4: Not Started;
AREA 5: Not Started;
AREA 6: Not Started;
AREA 7: Not Started;
AREA 8: Not Started;
AREA 9: Not Started;
POST-GAME: Not Started;

LATEST VERSION: "Betalpha" 2.0, contains the hub and all stages from area 0.
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Last edited by garirry on Mon Sep 15, 2014 12:18 am, edited 14 times in total.
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Sammy_P
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Post by Sammy_P » Sun Aug 17, 2014 12:58 am

lol welcome back man! i remember you

i'll try this in a bit
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Jutomi
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The Caves of Gold

Post by Jutomi » Sun Aug 17, 2014 1:50 am

I made it to the caves, and played until the place where you learn the magics.

It's a pretty neat hub, so far. :D

I think that it probably could have a bit more decoration in the open areas, but...
That's pretty much all for me, so far. :mrgreen:

I do look forward to your hub, and I welcome you back :D
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
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Re: The Caves of Gold

Post by garirry » Sun Aug 17, 2014 1:52 am

Jutomi wrote:I made it to the caves, and played until the place where you learn the magics.

It's a pretty neat hub, so far. :D

I think that it probably could have a bit more decoration in the open areas, but...
That's pretty much all for me, so far. :mrgreen:

I do look forward to your hub, and I welcome you back :D
Thanks! I'll definitely add more decorations to make the place look a little less boring. I actually just started working on my first magic training level.
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Wonderland King
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Post by Wonderland King » Sun Aug 17, 2014 2:26 am

I'll wait for the finished product. :)
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Post by Wonderman109 » Sun Aug 17, 2014 2:38 am

Cool! Can you also do null magics? :lol:
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Post by garirry » Sun Aug 17, 2014 2:41 am

Wonderman109 wrote:Cool! Can you also do null magics? :lol:
Do you mean the glitched "Crimson" Magic in the original WAE? I don't think I can do that with the new version. :?
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Post by Wonderland King » Sun Aug 17, 2014 2:54 am

No, null magic is magic that doesn't do anything, usually used to prevent "smuggling" one color of magic into another area. It's white or black.
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Post by garirry » Sun Aug 17, 2014 3:05 am

Wonderland King wrote:No, null magic is magic that doesn't do anything, usually used to prevent "smuggling" one color of magic into another area. It's white or black.
Oh, okay, are you sure I can do that?

Also, quick question: How do I set up the shards as warp items? I know there's a command to activate them, but how do I configure the warp locations?
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Post by Wonderland King » Sun Aug 17, 2014 3:12 am

You don't. :wink:
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Post by garirry » Sun Aug 17, 2014 3:17 am

Wonderland King wrote:You don't. :wink:
You mean it's impossible to use them as warps? :( Well, if that's the case, is there any way I could warp to a specific location at any area?
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Post by Wonderland King » Sun Aug 17, 2014 3:27 am

Sorry for the misunderstanding. You can use them, but the locations are set. I don't know the coordinates, but you can experiment in WA. Remember that in WA, the hub levels are negative numbers, so you'll have to rename the .wlvs in your hub manually.
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Post by garirry » Sun Aug 17, 2014 3:33 am

Wonderland King wrote:Sorry for the misunderstanding. You can use them, but the locations are set. I don't know the coordinates, but you can experiment in WA. Remember that in WA, the hub levels are negative numbers, so you'll have to rename the .wlvs in your hub manually.
Oh... that's better! :lol: I'll try to find the coordinates, but that's for later.
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Post by Yzfm » Sun Aug 17, 2014 8:14 am

The coordinates are in the Unofficial WA Editor Guide... I think
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Post by Master Wonder Mage » Sun Aug 17, 2014 10:07 am

Yzfm wrote:The coordinates are in the Unofficial WA Editor Guide... I think
They aren't. I checked. The glyph coordinates are, but for whatever reason, Emerald left the shard coordinates out.
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Post by Wonderman109 » Sun Aug 17, 2014 2:44 pm

garirry wrote:
Wonderland King wrote:No, null magic is magic that doesn't do anything, usually used to prevent "smuggling" one color of magic into another area. It's white or black.
Oh, okay, are you sure I can do that?
Simply make a small section around the beginning of the game about null magic and use some others with it to show its purpose.
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Post by garirry » Sun Aug 17, 2014 3:12 pm

So, here's what I tried to find the shard's teleportation locations:
-Tried to copy the Wonderland Adventures hub files into the editor
-Tried to use a text editor to open a wlv and see if I could determine the location it was
-Tried creating an adventure dedicated to trying each shard and have a sign telling me in each level what level I am in

The results weren't so great:
-Editor gives MAV three times then crashes when trying to edit a level
-In the text editor, I see random characters
-The only way I expected to work, it MAVs after teleporting using shard. Tried every shard, after making 60 test levels, doesn't work.

So, my next step is to try the levels from WA into the old editor, and see if it works. I doubt it will, but I might as well try.

Does anyone have the link to the old editor or just a better solution?
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Post by Yzfm » Sun Aug 17, 2014 4:55 pm

Well, the co-ordinates are in the Ultimate WA-Editor Hex-Editing Topic. But I wouldn't go through like 60 pages to find them.

I do remember they were around the twenties or so. Look in pages 20-29
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Post by garirry » Sun Aug 17, 2014 5:26 pm

Yzfm wrote:Well, the co-ordinates are in the Ultimate WA-Editor Hex-Editing Topic. But I wouldn't go through like 60 pages to find them.

I do remember they were around the twenties or so. Look in pages 20-29
Hey, thanks a lot! I found it. :D
(Directly copied from Cbloopy's post)
red: -70.wlv, (11, 15)
orange: -12.wlv, (17, 19)
yellow: -44.wlv, (34, 14)
green: -90.wlv, (16, 15)
blue: -64.wlv, (14, 12)
indigo: -21.wlv, (10, 16)
purple: -86.wlv, (11, 12)

I think I understand why my first and last attempts at doing it didn't work, and that's probably because the wlv numbers are negative. I'm gonna try this and let you know if this works.

Also, I'll probably contact Emerald141 to add them in his unofficial editor guide.
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Post by Master Wonder Mage » Sun Aug 17, 2014 5:33 pm

garirry wrote:
Yzfm wrote:Well, the co-ordinates are in the Ultimate WA-Editor Hex-Editing Topic. But I wouldn't go through like 60 pages to find them.

I do remember they were around the twenties or so. Look in pages 20-29
Hey, thanks a lot! I found it. :D
(Directly copied from Cbloopy's post)
red: -70.wlv, (11, 15)
orange: -12.wlv, (17, 19)
yellow: -44.wlv, (34, 14)
green: -90.wlv, (16, 15)
blue: -64.wlv, (14, 12)
indigo: -21.wlv, (10, 16)
purple: -86.wlv, (11, 12)

I think I understand why my first and last attempts at doing it didn't work, and that's probably because the wlv numbers are negative. I'm gonna try this and let you know if this works.

Also, I'll probably contact Emerald141 to add them in his unofficial editor guide.
The negativeness is actually probably why they're not added; it could only be used if you're making a hub in WA1.
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Post by Wonderland King » Sun Aug 17, 2014 6:22 pm

No, the .wlvs could be renamed manually.
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Post by garirry » Sun Aug 17, 2014 6:26 pm

Good news everyone! I managed to create a test adventure to verify that the shards function correctly. It worked just as expected. I created a level, that has only a single level-exit that should bring me to another level (the one I want). Then, I renamed "86.wlv" (because I use the Purple Crystal) to "-86.wlv", and after testing, everything worked as expected!

Now I am a happy man, and I can continue working on adventures. :D
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Post by tooncool64 » Sun Aug 17, 2014 7:06 pm

Yay! Good luck with your adventures! :D
Currently playing WSW.

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Post by garirry » Mon Aug 18, 2014 5:59 pm

Anyone wants new screenshots? Here you go :wink:
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Post by Yzfm » Mon Aug 18, 2014 7:30 pm

It looks really great, although I recommend using jagged floors/walls for outdoors areas. :wink:
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Post by garirry » Mon Aug 18, 2014 9:20 pm

Did some updates to both areas! Looks better?

ALSO: Since I tested the Magic Home area (second picture) fully now, I've ran into a slight problem. I want the dialog to start as soon as the player warps in the area. And I also want the dialog to be different than the first time the player comes to the area. I want the wizard to first tell the player where he is, and when the player comes again, he'll simply ask where do you want to go. The problem, is when I teleport back to the place, the dialog doesn't start right away, I have to move one spot out and then back into the spot where the command is.

Yes, the command's function "Repeatable" is set to "Yes", and after you select the area you want to be in, the commands in the interchange are set to: FNC:1; Data:2; CMD:7; Dat1:6; Dat2:5; Dat3:11; Dat4:0; Anyone knows what the problem is?
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Post by tooncool64 » Mon Aug 18, 2014 9:24 pm

I have been trying to figue this out myself.
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Post by Yzfm » Tue Aug 19, 2014 6:34 am

They do look better, yes. Good job!

I don't seem to understand the dialogue proble. If you want the dialogue to end now and start in another intercharge when you re-display it, simply set the FNC1 intercharge's data to the number of the intercharge you want to show up next time.
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Post by garirry » Tue Aug 19, 2014 3:15 pm

Yzfm wrote:I don't seem to understand the dialogue proble. If you want the dialogue to end now and start in another intercharge when you re-display it, simply set the FNC1 intercharge's data to the number of the intercharge you want to show up next time.
Well, I think I realized that the problem is because I use a general command to start on a specific dialog, I think it starts not with the interchange that you programmed, but instead the first one. I decided to play differently and have the player talk to the wizard. In this case, everything works just fine.

As you can see, I made some severe changes to the area, the waterfloor is now darker, and I replaced the teleporters with unaccessible crystals because I couldn't make the floor underneath the teleporters act as walls, so the player could access them.

Also, I decided to integrate WA MOFI's Glyph system as an additional teleporting system. The shards will be used for different functions (teleportation, shop, etc.), while the five Glyphs will be used to teleport into the final 5 locations. Anybody has tips before I start testing the glyph system? (Yes, I downloaded jdl's Magic Mirror .wop and I know where to find the coordinates. :)

EDIT: Oops, forgot to add the image.
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Post by tooncool64 » Tue Aug 19, 2014 3:52 pm

It only works if you are less then 5 blocks away from the mirror.
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