OpenWA 10.4.1-nasko - BetterOpenWA/BetterEditor Merge - RELEASED

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nasko222
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OpenWA 10.4.1-nasko - BetterOpenWA/BetterEditor Merge - RELEASED

Post by nasko222 » Sat Aug 05, 2023 9:27 pm

ITS OUT. It's in the new OpenWA 10.5.0 update. If you're interested in the development of the branch, continue reading, otherwise leave this topic


I had this idea for BetterEditor for some time but I coded it into OpenWA just a few minutes ago. It's basically a solid piece of wall that can travel in one cardinal direction, it can stuck you if you're not careful and it can only travel if there are no objects on it's way (It can't kill any stinker wee stinker kaboom if not somehow explictly used for that purpose)

That object is inspired from Amazing Kye

I tried to model an arrow to show where the object will travel but I'm bad at modeling, I might need help for the arrow thingy

I attached two videos here, the first one is technical test and me goofing around with it
The second one is recreation (Sorta) of the amazing kye level "Anisotropy" (I forgot to set gem goal yes i know)

https://www.youtube.com/watch?v=II0OrQ- ... l=nasko222
https://www.youtube.com/watch?v=F-Rx5_x ... l=nasko222
Last edited by nasko222 on Thu Oct 05, 2023 4:12 pm, edited 10 times in total.
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jdl
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Re: New Object for OpenWA: Vehicles

Post by jdl » Sun Aug 06, 2023 12:35 am

Very neat idea! It's like an always-moving Pushbot that doesn't rotate when hitting something.
I don't know what plans you have when it comes to interacting with other elements in the game, but I could give you some ideas if you want.
Also I'm not sure if you're wanting an actual 3D model or a texture, but I quickly made this arrow in case you want to use it:
pointy_direction_device.png
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nasko222
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Re: New Object for OpenWA: Vehicles

Post by nasko222 » Sun Aug 06, 2023 2:20 am

Thats a better arrow than the one i put in the models folder as a placeholder. I still have no idea how to render it, if I put it on the object itself it shows different direction on all 6 sides
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Re: New Object for OpenWA: Vehicles

Post by jdl » Sun Aug 06, 2023 2:31 am

You'll probably need to do what Patrick did for Color Block Gates - put 2 separate textures within the same image and then map them to the faces of the model. I'm not sure if he did this within the code itself or if he used UV mapping in the model file.
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Re: New Object for OpenWA: Vehicles

Post by tails the fox » Sun Aug 06, 2023 2:56 am

Theoretically, couldn't you just have it use the color block model and shamelessly make a throwaway texture alligned with the color block's own texture to do this? It's what I'd do as a hacky solution.

I'd put the arrow on the "top block" and call it a day, but then again maybe the color gate model automatically displays colors, so who knows.
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Re: New Object for OpenWA: Vehicles

Post by nasko222 » Sun Aug 06, 2023 3:30 am

I realized that in amazing kye you actually can push these vehicles around just like you push stuff in RTW, maybe this object suits rtw more then wa, anyway i still agree of adding it to OpenWA, ill see what tweaks I can do, im open for ideas yeah
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Re: New Object for OpenWA: Vehicles

Post by nasko222 » Sun Aug 06, 2023 8:17 am

I did it i managed to put the arrow into the model :D
I used jdl's texture thank you jdl

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Re: New Object for OpenWA: Vehicles

Post by jdl » Sun Aug 06, 2023 4:58 pm

You're welcome! Glad that I could help. :mrgreen:

Here are some ideas:
  • Allow them to have color (and different textures that correspond to each color).
  • Can be active or inactive (moving/not moving).
  • Controllable by buttons. Square/Held Circle/Timer = deactivates them, similar to how Color Block Gates work.
  • Can be rotated only when it's unable to move or if it's deactivated?
  • Can fall into and continue moving though water/lava. The player can stand on top of them when they're submerged.
  • Is able to be: Floing Bubbled, Popped (to deactivate, like bridges), stopped by Grow, and Flashed.
  • Able to push buttons, use springs/teleporters/cages/transporters, move over bridges/ice/etc.
  • Can be destroyed by closing gates, lurkers, zapbots.
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Re: New Object for OpenWA: Vehicles

Post by nasko222 » Sun Aug 06, 2023 5:28 pm

Allow them to have color (and different textures that correspond to each color). - Done but not visually
Can be active or inactive (moving/not moving). - Done and visually, the arrow goes red if inactive
Controllable by buttons. Square/Held Circle/Timer = deactivates them, similar to how Color Block Gates work. - Work because of the previous one
Can be rotated only when it's unable to move or if it's deactivated? - Done
Can fall into and continue moving though water/lava. The player can stand on top of them when they're submerged. - Good idea, for the future
Is able to be: Floing Bubbled, Popped (to deactivate, like bridges), stopped by Grow, and Flashed. - Magic that interacts with the vehicle is hard to do because its literally a solid wall and IT. BLOCKS. MAGIC.
Able to push buttons, use springs/teleporters/cages/transporters, move over bridges/ice/etc. - Thats done
Can be destroyed by closing gates, lurkers, zapbots. - Forgot
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Re: New Object for OpenWA: Vehicles

Post by nasko222 » Sun Aug 06, 2023 5:31 pm

Also I added QUITE A LOT of items to OpenWA, most of them are from better editor, but there are some that are from WA LattiusRoad Subzero which isnt even released yet, so these are never to be seen before :D

Nitrogen Barrels
Barrel Reg, Barrel TNT, Barrel Nitrogen Magic
Score Gate, Gem Gate
Lava Turtles
Green Scouges
Linked Barrels
BRR Scouges/Freezers
MOFI Alpha Growflower

What's left to add:
RTW Kabooms (Bombs)
Killer Moobots + Track: Yes moobots
Robo Dragon Turtles (Also walk only on track)

Is anyone interested in testing my branch of the OpenWA update?
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OpenWA 10.4.1-nasko.beta1 - BetterOpenWA/BetterEditor Merge PUBLIC BETA

Post by nasko222 » Sun Aug 06, 2023 7:34 pm

Here it is! Beta1 of my OpenWA Branch

This one adds the things I mentioned above, I hope you have fun, please tell me if there are any bugs!!

https://cdn.discordapp.com/attachments/ ... .beta1.zip

INSTALL OVER 10.4.1 RELEASE!
Last edited by nasko222 on Sun Aug 06, 2023 7:50 pm, edited 2 times in total.
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GUIDE For OpenWA 10.4.1-nasko.beta1

Post by nasko222 » Sun Aug 06, 2023 7:43 pm

I haven't compiled the new editor because I was lazy, Use MNIKEditor or the game will crash when trying to render the new objects

Here is some quick guide for the new objects:

Glitch Enabler, Wop inside Other
SubType 0 - Cage blink enabler
SubType 1 - MOFI Alpha Grow flower enabler
SubType 2 - Negative destructive magic enabler

Vehicles (WOP Inside Traps):
Data0-Color
Data1-SubColor
Data2-Direction - 0-north,1-east,2-south,3-west
Data3-Disabled? - 0=false, 1=true
// If you set Data2 or Data3 out of bounds it will not have arrow and will act like a default wall tile thats colored in funky yellow

Nitrogen Barrel (Wop Inside Barrels), no adjustments

Ice Crab (Wop inside Monsters), No adjustments

Barrel Magic, magic glove of id 11, 12, 13 correspond to Barrel Reg, Barrel TNT, Nitrogen Barrel

Score and Gem Gate, TollGates with Data1 of 2 and 3

Lava Turtle, A turtle with SubType=1

Green Scouge, A scouge with SubType=1, MUST set ID to correspond to a button (If you want to rotate it and disable it)

Scouge brr property, if you set Data4 to 1

Linked barrels, Barrel Reg with SubType1 and Data0 is color, Data1 is subcolor

KILLER Moobot, Set Subtype to 1

RTW Kaboom (WOP inside Monsters), Data0 - direction 0-3 up/right/down/left, Data1 - rotation 0-1 left/right,

Tile turtles (Robo turtles)/Tile chompers/Tile Moobots and killer moobots/Tile RTW Kabooms
Set Data4, to the corresponding tile on the tilemap, the topleft one will be 1, (MNIK Editor shows the IDs i think) just remember it doesnt start from 0, The 0 means all tiles
Last edited by nasko222 on Sun Aug 06, 2023 7:54 pm, edited 1 time in total.
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Re: New Object for OpenWA: Vehicles

Post by nasko222 » Sun Aug 06, 2023 7:46 pm

Last development content...........


Image
Image

https://cdn.discordapp.com/attachments/ ... -24-53.mp4
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Re: OpenWA 10.4.1-nasko.beta1 - BetterOpenWA/BetterEditor Merge PUBLIC BETA

Post by nasko222 » Mon Aug 07, 2023 5:31 pm

I think many of you might admire the next thing I added, JUST PLEASE DONT USE IT FOR RNG DEATH :skull emoji:

BEHOLD THE RANDOM TRIGGER !!!!!!!!!!!!!!!!!!!!

Data0-Command,1
Data1-Data0,1
Data2-Data1,1
Data3-Data2,1
Data4-Data3,1
Data5-Command,2
Data6-Data0,2
Data7-Data1,2
Data8-Data2,2
Data9-Data3,2
Status-Probability Shift Inbetween (0-100, Default 50 for 50%)
On activating the object with CMD 1 it will run the randomness and run one of the two commands you assigned to it, according to the random

VIDEO: https://cdn.discordapp.com/attachments/ ... -55-18.mp4

(Now you don't have to wait for geometry dash 2.2, WAIT NO THATS THE WRONG GAME-)
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Re: OpenWA 10.4.1-nasko.beta2 - BetterOpenWA/BetterEditor Merge PUBLIC BETA

Post by nasko222 » Mon Aug 07, 2023 11:23 pm

BETA2 IS OUT

https://cdn.discordapp.com/attachments/ ... .beta2.zip

What's new?
THE RANDOM TRIGGER, i explained early, I forgot to add wop, you can use the glitch enabler in the others folder of the wops, and have it Type set to 502 instead of 501, for Data0-Data9 and Status reference check the random trigger post above

Vehicles are now renamed to Minotaurs, They now can be flashed, popped, floinged, growed
Minotaurs can now make bridges in water
Minotaurs now can travel on transporters

Killer moobots texture changed

Glitch Enabler subtype 3-WA1 BRR, Enables WA1 BRR Mode, Player cant freeze and every BRR magic is temporary

New block, Rotators, When minotaurs hit it it will rotate them to left or right depending on Data0 (WOP inside Traps folder)

Fixed few kaboom bugs
Fixed quite some bugs with Minotaurs

Green scouges can now also be flashed


Here are some bonus images and vids

Image
Image

Image








https://cdn.discordapp.com/attachments/ ... -56-31.mp4
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Re: OpenWA 10.4.1-nasko.beta2 - BetterOpenWA/BetterEditor Merge PUBLIC BETA

Post by nasko222 » Tue Aug 08, 2023 4:03 pm

I added quite a lot more objects related to Minotaurs

1. Minotaur spawner
2. Minotaur destroyer

check this small adventure prototype :D https://cdn.discordapp.com/attachments/ ... -55-18.mp4
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Re: OpenWA 10.4.1-nasko.beta2 - BetterOpenWA/BetterEditor Merge PUBLIC BETA

Post by nasko222 » Tue Aug 08, 2023 7:00 pm

Beta3 is out!!!!!!!!!!!!!

https://cdn.discordapp.com/attachments/ ... .beta3.zip

Nitrogen barrels now place brr floats if the magic around them is around water
Nitrogen barrels can now be placed on brr floats
Minotaurs now get destroyed by doors and bridges

Added Minotaur generators (object Type 464, Data0-starting dir, Data1-Rotation Clock/Count)
Added Minotaur destroyers (Object type 463 like the rotators but subtype 1)
Added commands 212 and 216 for 2x2 and 6x6 inventory
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PRERELEASE 1 DOWNLOAD

Post by nasko222 » Tue Aug 08, 2023 10:02 pm

This was faster than I expected,

After some development:

Image
Image
https://cdn.discordapp.com/attachments/ ... -33-28.mp4
https://cdn.discordapp.com/attachments/ ... -03-30.mp4
https://cdn.discordapp.com/attachments/ ... -48-36.mp4

I've merged the entire better editor (i think)

so i present you

THE FIRST PRERELEASE OF OpenWA Nasko's branch..............

https://cdn.discordapp.com/attachments/ ... o.PRE1.zip

This should be it, i dont plan to add anymore features, or so major ones


Changelog:
Added FLASH Bubbles from Better Editor, Magic id 14
Fixed a minotaur megafast generator bug
Added inventory item with function/subtypes 8/18/28 - Dialogue item, starts CMD 21 with FNID of the dialogue id (Suggestion by tails the fox)
Fixed mega weird bug where the scouge makes the player win sound effect sometimes
Added extended wraiths from Better editor, wraiths with floing,pop,flash bubble,blink,all barrels magic
Added subtype 1 for wraiths - Homing magic
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Re: OpenWA 10.4.1-nasko.PRE1 - BetterOpenWA/BetterEditor Merge PUBLIC BETA

Post by nasko222 » Tue Aug 08, 2023 10:04 pm

PS: There's an idea by Lazy Loof i really like

Baby rainbow stars, Like wee stinkers but they dont sleep, look like small wysps, have multiple texture choices, you can control them just like wee stinkers and they can walk on water like the other wysps. There will also be goal rescue all baby wysps

I might add that one. Also I saw jdl made italic letters font, ill try to see if i can add those too!
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Re: OpenWA 10.4.1-nasko - BetterOpenWA/BetterEditor Merge - RELEASED

Post by nasko222 » Thu Aug 10, 2023 3:58 pm

Here it is, I don't plan on changing anything more: https://cdn.discordapp.com/attachments/ ... -nasko.zip
- The final product

I sent a pull request and hopefully it will be added to the main OpenWA
If there are any issues, report them here

Object info:

Tile turtles (Robo turtles)/Tile chompers/Tile Moobots/Tile RTW Kabooms
Set Data4, to the corresponding tile on the tilemap, the topleft one will be 1, (MNIK Editor shows the IDs i think) just remember it doesnt start from 0, The 0 means all tiles (im not gonna mention the tile thing anymore below, just keep it in mind)
Lava Turtle - A turtle with SubType 1
Linked barrel - A barrel reg with subtype 1, accepts data0 and data1 - color and subcolor
Nitrogen barrel - id 244, Model !Barrel2b, no adjustments
Ice crab - A crab with subtype 2
RTW Kaboom - id 391, Data0 - direction 0-3 up/right/down/left, Data1 - rotation 0-1 left/right
Rotatable and Flashable Green Scouge, A scouge with SubType=1, MUST set ID to correspond to a button (If you want to rotate it and disable it)
Scouge brr property (For both type of scouges), if you set Data4 to 1 it will do brr
New wraiths, IDs 3-10 correspond to floing, pop, blink, flash bubbles, barrel reg, barrel tnt, nitrogen, blinkbarrel
wraiths allow homing magic now if their subtype is 1
KILLER Moobot, Set Subtype to 1, Set data8 to 0 if you want it to look golden, and set data8 to 1 if you want it to look bigger
Minotaur ID 462 (formelly known as vehicle) accepts Data0 1 2 3, data0 is color, data1 is subcolor, data2 is direction 0-north,1-east,2-south,3-west, data3 for 0 enabled for 1 its disabled
Minotaur spawner ID 464, data0 of direction
Minotaur ghost box ID 465, data0=0 means player/wee stinker/npc/pop magic can pop it off, data0 of 1 means that only pop magic can pop it off
Minotaur rotator, id 463 subtype 0, data0 accepts the rotation clockwise, counterclockwise and 180
Minotaur destroyer, id 463 and subtype 1, no adjustments
Also if minotaur has data 2 and 3 set to -1, it will act like solid flashable box
Random trigger ID 502, data0-data4 are the cmd1 and data5-data9 are the cmd2, and the status is the chance ratio
New magic ids 11, 12, 13 and 14 that are barrel reg, barrel tnt, nitrogen and flash bubble
menu music option in the settings of the main menu
fixed stinker whistle not being able to move around the inv
added CMD 21 item, SubTypes 8,18 and 28, it will open the dialogue of the FN id of the item
homing fireflower toggle, if data7 is 1
fixed the bug with the magic charge once nine charge renderer it now works like wa1
scoregate and gemgate, data1 tollgate of 2 and 3
glitch enabler ID 501, subtype 0 is cage blink, subtype 1 is mofi alpha growflower, subtype 2 is negative destructive magic (black magic) subtype 3 is WA1 brr (player doesnt freeze, and any brr magic is temporary) subtype 4 is wa096 fire proof aka only scritters and wee stinkers and player can die to firetrap


I think thats all, ask any questions and ill edit if i forget something
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