Here are our screenshots for adventure select redesign in OpenWA:
Sorting Adventures by Creators

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Moderators: ILoveWonderland, Sammy_P, Lazy Loof
Have you only seen the video or played with them in v3.04?
The idea is cool as heck but I don't really know how it will be useful for adventures... Imo it is good to only implement those elements that are actually useful for adventure designing, not those who are just silly! Plus I am also not much a coder (what I get is purely a result of testing several code additions).rainbowmon wrote: ↑Thu Jun 06, 2019 2:54 pmOr maybe just turn Blink Barrels specifically Purple.
Also, I just had a crazy thought, but I'm not sure how well it would work...
Blink Wraiths.
Actually, wraiths of all magic types could be cool. But, you know, baby steps and all that; I don't even know if it's possible, and I also don't know the first thing about coding, so I may as well mention one specifically if someone wants to look into it.
Actually I've only played with them without seeing the video
Oooh, I believe it is a bad idea to do this here, a separate Ideas & Suggestions thread would be nice.
Ok, I have merged all our posts of discussing new elements here. Now say which feature you want?
Yep there's a way to do that, I remember to have programmed a data# value to SpellBall that does that but can't remember that right now. About such sort of wraiths, I need the approval of community members (since I am not currently active in puzzle designing yetrainbowmon wrote: ↑Thu Jun 06, 2019 5:22 pmAlso: Aryan, correct me if I'm wrong about either of these, but I seem to recall 1. Spellballs flung by enemies can travel further than those flung by the player, and 2. There's a way to get a spellball to stop and activate on specific tiles upon passing over them (I think with a command or something?). My first thoughts are: maybe Wraiths could be used to activate things too far for the player to reach. Granted, there are probably other ways around it, but... And maybe it could be used to test a player's skill in manipulating their (the Wraiths) actions? My point being, yes, it'd be silly, but it could also add a bit of variety, and I don't see anything wrong with that.
Nice idea, and I am sure it can be implemented although it could be a bit difficult... (but that won't be implemented in v3.05rainbowmon wrote: ↑Thu Jun 06, 2019 5:22 pmI think implementing RTW mechanics like pushing boxes and such could be a cool addition to Adventures. It'd allow for even more elaborate puzzles. (Not that we really need RTW mechanics for that, since this is the Wonderland community, but it would add an extra layer that I'm sure could be very useful.)
I don't think Pop, Flash and Blink would be of much use though. Floing and Grow would work but they would have to be slightly altered so a tile is targeted (think Grow Wraiths).
Ok you can dig into the code and find out the fix... BTW if you want you can work with us on GitLab (there is OpenWA topic for it). My reason for saying this is that, we have changed the layout of the files and if you made the fix with v10.00 or v10.04 then it could be hard to implement in v3.05 or next release.
Code: Select all
If j2=0 Or j2=LevelDetail Or i2=0 Or i2=LevelDetail
If i2=0
uoverlap#=.002
Else If i2=LevelDetail
uoverlap#=-.002
Else
uoverlap#=0
EndIf
If j2=0
voverlap#=.002
Else If j2=LevelDetail
voverlap#=-.002
Else
voverlap#=0
EndIf
EndIf
Code: Select all
Case "!CustomModel"
If FileType("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".3ds")<>1 Or FileType("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".jpg")<>1
ObjectTextData(Dest,0)="Default"
EndIf
ObjectEntity(Dest)=LoadMesh("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".3ds")
ObjectTexture(Dest)=LoadTexture("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".jpg")
EntityTexture ObjectEntity(Dest),ObjectTexture(Dest)
Code: Select all
Case "!CustomModel"
If FileType("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".3ds")<>1
ObjectTextData(Dest,0)="Default"
EndIf
ObjectEntity(Dest)=LoadMesh("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".3ds")
If FileType("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".png")=1
ObjectTexture(Dest)=LoadTexture("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".png", 1+2)
Else If FileType("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".bmp")=1
ObjectTexture(Dest)=LoadTexture("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".bmp", 4)
Else If FileType("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".jpg")=1
ObjectTexture(Dest)=LoadTexture("UserData\Custom\Models\"+ObjectTextData(Dest,0)+".jpg")
Else
ObjectTexture(Dest)=LoadTexture("UserData\Custom\Models\Default.jpg")
EndIf
EntityTexture ObjectEntity(Dest),ObjectTexture(Dest)
Yea I saw that in level.bb but never touched it before. I think it is an intended feature, I remember to saw that in comments.
Run launcher.bb using Blitz3D and set GFX mode to 800x600x32 and windowed and then click play.
I'm also clueless here how that didn't worked for you, I had tested that using the same textured tree with alpha channel and that worked for me in Editor. I don't remember if I tested this in game or not... Does that happen both in editor and game?
Blink barrels are not an transparent entity, you can make them transparent using EntityAlpha.Pawelec wrote: ↑Fri Jun 07, 2019 11:47 amThis was a test of non-MS method (PNG for a custom model) and it failed but it uses the same code as the custom texture (EDIT: tested it and it has the same problem), I'll try with some different models, it may have something to do with DirectX8 in Win10 so WndDx debugging should be done. Happens in both editor and player.
As for the textures, I've realised there is one more problem with blink barrels: they hide whatever is underneath them. In case you haven't noticed all other magic-spawned objects are transparent so you can see what they covered. Of course I can try but I'd prefer a Blink mushroom instead.
For the prism model I'd like to test the alpha channel first because I'd like the glass part to be semi-transparent.
EDIT: which Blitz version you're using to compile? Maybe we're using different releases?
Hmm... Can you please PM me or attach here your PNG file of tree (as well as the model if there)? I actually don't know how to create alpha channels that's why I need yours. Hopefully, we can find a way to fix that.
Oops! Well I am also clueless...Pawelec wrote: ↑Sun Jun 09, 2019 12:31 pmYou seem to have replied when I was editing the post. Sadly my investigation was faulty because the texture of LeafTree1 I used for testing has black background so two things were merged together. As of now I only know it is possible to solve the problem but I don't know how exactly.
Well if you can code that, then that'll be quite nice, since I too don't know about that stuff.Pawelec wrote: ↑Sun Jun 09, 2019 2:08 pmEDIT: I think a workaround would be to load the texture, extract the pixels with alpha = 1 and render that in mode 4 then render the target texture on top of that in mode 2, maybe on a child to prevent z-fights but I don't know how to process images in Blitz. I think this should work because it worked with my LeafTree1 test (masked vanilla texture under alpha one on a child, worked flawlessly). From the theoretical stuff I read this should work as long as there is at least 1 opaque (alpha = 1) pixel on each polygon.