WA3 Update Thread

Discuss the games (no level solutions or off-topic, please).

Moderators: ~xpr'd~, tyteen4a03, Stinky, Emerald141, Qloof234, jdl

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Wonderman109
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Post by Wonderman109 » Sat Jul 07, 2012 12:28 pm

StinkerSquad01 wrote:That square is smaller though.
The Pop square is smaller because MS has added ScaleAdjust to make a new GloveCharge wop, but he showed us the usual one,

-if it is actually a Pop charger... :wink:

As for the Editor, I's prefer we get the game first, but personally I like the WA editor as it is. If Patrick changes some wops (e.g. chomper, TreeBare,)
then we'd have to go back and figure out how to add extra adjusters. Same for new wops.

Besides our model-swaps and super-adjustables becoming temporarily unusable, there is still a chance Bounce and Moove magic, plus missileflowers, won't make it as magics in PotZ. I don't want to get that disappointment.

It would be pretty amusing if Bounce became indigo magic. :P
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Post by garirry » Sat Jul 07, 2012 1:31 pm

Wonderman109 wrote:It would be pretty amusing if Bounce became indigo magic. :P
No, it will not became Bounce. :evil: Bounce is a hack, nothing else.
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Post by Emerald141 » Sat Jul 07, 2012 1:47 pm

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Post by garirry » Sat Jul 07, 2012 1:47 pm

Emerald141 wrote:Bounce is not a hack. It isn't even a glitch in the typical sense of the word.
So... What it is?
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Post by Emerald141 » Sat Jul 07, 2012 1:54 pm

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Post by garirry » Sat Jul 07, 2012 1:58 pm

Emerald141 wrote:It's an intentionally programmed feature. It's accessible probably by accident, but the reason it's in the game at all is because Patrick put it there.
Do you mean that is a feature that Patrick put in the editor that he wanted to delete put he didn't delete?
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Post by Emerald141 » Sat Jul 07, 2012 2:02 pm

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Post by garirry » Sat Jul 07, 2012 2:02 pm

Emerald141 wrote:Apart from the wanting to delete it, yeah.
OK, I got it now.
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Post by Yzfm » Sat Jul 07, 2012 2:03 pm

Wonderman109 wrote:It would be pretty amusing if Bounce became indigo magic. :P
Indigo magic must be very special. It isn't bounce because the hints didn't hint towards so.

However. I reommend MS to reprogram useless rainbow chargers to be a useful magic in WA3. As well as black chargers ( Color 9, for instance) to have constructive (or whatever MS wants) powers. And use white magic as moove. (MS can make magic filters) and rainbow power as bounce. we now retrieved old useful and puzzling magics with existing colors that belongs to the theme rainbow magic (white is a mixture of 7 rainbow colors, rainbow is rainbow, black is No rainbow colors at all.) as well as a brand new magic (Indigo) and this game will have 4 new magics instead of one. Most of this is code copying (bounce and moove) and two new (indigo and black) that wouldn't take muh ime. Although I do never are about time more than he result.

Well, how about my ideas??
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Post by garirry » Sat Jul 07, 2012 2:06 pm

Yzfm wrote:
Wonderman109 wrote:It would be pretty amusing if Bounce became indigo magic. :P
Indigo magic must be very special. It isn't bounce because the hints didn't hint towards so.

However. I reommend MS to reprogram useless rainbow chargers to be a useful magic in WA3. As well as black chargers ( Color 9, for instance) to have constructive (or whatever MS wants) powers. And use white magic as moove. (MS can make magic filters) and rainbow power as bounce. we now retrieved old useful and puzzling magics with existing colors that belongs to the theme rainbow magic (white is a mixture of 7 rainbow colors, rainbow is rainbow, black is No rainbow colors at all.) as well as a brand new magic (Indigo) and this game will have 4 new magics instead of one. Most of this is code copying (bounce and moove) and two new (indigo and black) that wouldn't take muh ime. Although I do never are about time more than he result.

Well, how about my ideas??
If there will be a WA4, it will have all remaining magic gloves colors:
From number 7 (white) to number 15 (gate-blue (MOFI))
That's gonna be the secret of the magic gloves.
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Post by jdl » Sat Jul 07, 2012 2:29 pm

Yzfm wrote:magic filters
This actually just gave me a cool idea. :D What if there was reflector filters of some kind where if 2 different colored magic charges (or maybe even "magic light" from a light generator or something) enter it, it creates a new kind of magic?
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Post by Wonderman109 » Sat Jul 07, 2012 3:23 pm

Yzfm wrote:
Wonderman109 wrote:It would be pretty amusing if Bounce became indigo magic. :P
Indigo magic must be very special. It isn't bounce because the hints didn't hint towards so.

However. I reommend MS to reprogram useless rainbow chargers to be a useful magic in WA3. As well as black chargers ( Color 9, for instance) to have constructive (or whatever MS wants) powers. And use white magic as moove. (MS can make magic filters) and rainbow power as bounce. we now retrieved old useful and puzzling magics with existing colors that belongs to the theme rainbow magic (white is a mixture of 7 rainbow colors, rainbow is rainbow, black is No rainbow colors at all.) as well as a brand new magic (Indigo) and this game will have 4 new magics instead of one. Most of this is code copying (bounce and moove) and two new (indigo and black) that wouldn't take muh ime. Although I do never are about time more than he result.

Well, how about my ideas??
I was joking about Bounce being indigo. That's why I put a :P

Bounce should be black. Rainbow magic looks weird in form of a spellball as is, and making it twist like Bounce does would hurt your eyes. Black magic automatically turns its spellballs into rainbow most of the time, though. That would have to be fixed so 9 or 16 would have dark grey spells. 16 is more likely than 9, as 9 is used for empty slots (which are pretty important) and 16 is used for an icon that has nothing to do with the game. (That weird eye or disk figure.)
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Post by Emerald141 » Sat Jul 07, 2012 3:53 pm

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Post by Dark Drago » Sat Jul 07, 2012 4:22 pm

Maybe there'll be white and rainbow magics too?
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Post by Yzfm » Sat Jul 07, 2012 4:29 pm

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Last edited by Yzfm on Wed Jun 25, 2014 9:54 pm, edited 1 time in total.
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Post by Dark Drago » Sat Jul 07, 2012 4:31 pm

White (Floing) - useless anytime

What do black magics even do?
Once I tried about 23 or 27 th magic and it created green squares at the tile where it was cast.
Another caused red concentric circles
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Post by Wonderman109 » Sat Jul 07, 2012 5:19 pm

Black magic, in my book, is a series of 128 different glovecharge slots used to run certain icons and graphics in the game.

They come hand-in-hand with many glitches, such as

most of them being unable to cast unless a glove is activated as you're stepping on one,

negative magic acting like stationary Pow,

creating weird images in your glove type icon,

having strange particles appear when a glove is collected,

and creating several strange logics or tiles when their spellball lands, such as the ones you mentioned.

I will try it out for myself and see if these green metatiles do something that could influence the Player, which could allow more black magic puzzles. :wink:
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Post by DEEMAN223344 » Sat Jul 07, 2012 6:01 pm

If you bring back the retro levels, or juts the cannons and coilys, please use the retro sounds.
EDIT: By that, I mean the coily death sound and cannon fire sound.
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Post by Emerald141 » Sat Jul 07, 2012 6:08 pm

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Post by Wonderman109 » Sat Jul 07, 2012 11:51 pm

Me too. :lol:

Dark Drago: Black magics 16, 25, and 27 either make green squares appear on the tile they're on when charges are collected or shot.
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Post by Wonderman109 » Sat Jul 07, 2012 11:52 pm

Me too. :lol:

Dark Drago: Black magics 16, 25, and 27 either make green squares appear on the tile they're on when charges are collected or shot.
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Post by ab-47 » Sun Jul 08, 2012 4:21 am

Nice update! :)

Good to see the editor worked on! 8)
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Post by MyNameIsKooky » Sun Jul 08, 2012 11:40 am

Indigo Magic will be the only new magic in WA3. Can you PLEASE put all of your magic ideas into a "Wonderland Adventures Magic Ideas" thread or something? :roll:
Wonderman109 wrote:Black magic, in my book, is a series of 128 different glovecharge slots used to run certain icons and graphics in the game.
It's not. There are 4,294,967,295 (FF FF FF FF in hexadecimal) different possible magic chargers. Only 9 of the chargers have an actual color assigned to them, and only 7 chargers will have an actual function in Wonderland Adventures canon. Black magic generates the icons and graphics it does because of the way the magic system works. The particles and glove icon from a magic charger are determined by Data0, which is the charger's color ID.
Wonderman109 wrote:They come hand-in-hand with many glitches, such as

most of them being unable to cast unless a glove is activated as you're stepping on one,

negative magic acting like stationary Pow,
All spellballs with a negative color ID only act like Pow out of a lucky coincidence in the game's coding. It could have been Blink, Brr, or some other existing magic. Data0 (charger color and spellball color) is a signed byte, and thus half of its possible values are positive, and the other half of its possible values are negative. This means that half of the magic chargers act exactly the same.

When your Magic Gloves aren't charged, their current magic has a color ID of -1, which is "glitch magic" or the "white star POW." Under normal circumstances, it's impossible to get the gloves into magic shooting mode when they have a magic ID of -1 (i.e. the gloves aren't charged). This is why you have to Blink onto negative magic chargers to get them to work; all negative magic chargers act exactly the same because they loop the properties from magic -1.
Wonderman wrote:and creating several strange logics or tiles when their spellball lands, such as the ones you mentioned.
A few years ago, I tested over 200 black magic chargers and their spellballs seemed to have absolutely no function. I never even got any of these effects you mentioned. Although I suppose I'll try them again now because I wasn't all that observant back then anyways.
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Post by Wonderman109 » Sun Jul 08, 2012 6:32 pm

Most of the effects are only visual.

I tested some time ago and I swore I found one charge that turned the squares it shot on to a darker colour or something.

When Dark Drago mentioned green squares, I assumed he meant the same thing.

Actually, all that 16, 25, and 27 charges do is have visual green square particles, which are part of the Particle chart and probably have something to do with the game's coding.

I personally will be a bit disappointed if Indigo Magic is the only new magic in PotZ. :(
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Post by Emerald141 » Sun Jul 08, 2012 6:33 pm

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Post by Wonderman109 » Sun Jul 08, 2012 6:39 pm

*prepares to be disappointed*

*jumps out window*

*on first floor*

*and runs to computer store to pick up programming magic wops CD*
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Post by Fluffshery » Sun Jul 08, 2012 6:44 pm

The Midnight Post wrote: And will you master Indigo Power, the last remaining Rainbow Magic?
So Indigo is the last of the Rainbow Magic.
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Post by eee226 » Sun Jul 08, 2012 8:10 pm

Yep it's to buy no demo. I can tell by its editor, one spell to learn, interesting features, new Npcs monsters etc. I guess I might miss the fun because my mother ain't paying a cent for this game.
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Post by StinkerSquad01 » Sun Jul 08, 2012 8:55 pm

eee226 wrote:Yep it's to buy no demo. I can tell by its editor, one spell to learn, interesting features, new Npcs monsters etc. I guess I might miss the fun because my mother ain't paying a cent for this game.
Wow.
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