My Latest Project - WA:MOPI - Comming Soon!

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Qloof234
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Post by Qloof234 » Sun Mar 01, 2009 6:49 pm

<3
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dlcs18
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Post by dlcs18 » Sun Mar 01, 2009 7:09 pm

I'm going through Demo 4 right now. :D

One thing tho...
On Pow Traning 101 the tiles are all set to blue normal height water underneath them.
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Post by jdl » Sun Mar 01, 2009 7:13 pm

dlcs18 wrote:One thing tho...
On Pow Traning 101 the tiles are all set to blue normal height water underneath them.
Yeah... I was making all the floor tiles jagged and forgot to set the water! :lol:
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Qloof234
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Post by Qloof234 » Sun Mar 01, 2009 7:13 pm

Volcano Canyon STILL doesn't show up properly.



Other than that, I don't see anything wrong.
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jdl
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Post by jdl » Sun Mar 01, 2009 7:19 pm

Qloof234 wrote:Volcano Canyon STILL doesn't show up properly.



Other than that, I don't see anything wrong.
Here they are named EXACTLY like I have mine. I didn't rename it or anything. Is this a bug in the Editor?
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Post by Sammy_P » Sun Mar 01, 2009 7:19 pm

A homming missile flower shoots through a wall when its close to it. :roll:
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Post by jdl » Sun Mar 01, 2009 7:21 pm

Sammy_P wrote:A homming missile flower shoots through a wall when its close to it. :roll:
Where? Which area? :?
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Qloof234
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Post by Qloof234 » Sun Mar 01, 2009 7:22 pm

jdl wrote:
Qloof234 wrote:Volcano Canyon STILL doesn't show up properly.



Other than that, I don't see anything wrong.
Here they are named EXACTLY like I have mine. I didn't rename it or anything. Is this a bug in the Editor?
I have no idea why it's doing this - I guess the game just can't find the textures even though they're in the right spot.
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Post by Sammy_P » Sun Mar 01, 2009 7:24 pm

Jdl, its 2nd homming missile flower in 4th room.
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Post by jdl » Sun Mar 01, 2009 7:36 pm

I fixed it, but not really. There is a bug where a FireFlower is next to a wall and when it faces the wall and shoots, the shot goes through the wall.

What I fixed:

Whenever I went to redo all the monsters in the game, that FireFlower was set to non-active. I forgot to set it back that way. Therefor, you seen it shoot through the wall. It still does it, but only if you are dumb and decide to go back. :lol: It now activates when it's suposed to. :D

Also fixed:

I also fixed the "Water Tile" thing Dlcs18 said. :D
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Qloof234
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Post by Qloof234 » Sun Mar 01, 2009 7:38 pm

I downloaded the VolcanoCanyon from the zip you had, the game still calls on another texture file :?
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dlcs18
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Post by dlcs18 » Sun Mar 01, 2009 7:45 pm

jdl wrote:Whenever I went to redo all the monsters in the game, that FireFlower was set to non-active. I forgot to set it back that way. Therefor, you seen it shoot through the wall.
So that explains why when I got to the part with the TNT barrels... there were no TNT barrels there. :lol:
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Post by dlcs18 » Sun Mar 01, 2009 8:01 pm

I'm at the four circle part now. And I've done both of the levels I made.
However, I found that if you get the green key from my level with the transporters you can use the key to open the green gate in the other area without getting the other green key. and then if you finish the level without getting that other green key behind the barrels then you end up getting stuck in the game and have to restart the whole thing. :shock:
I'm not angry that I have to start again though. All in the name of beta-testing and fixing. 8) (Besides it's my own fault I saved after that anyway :wink: )
EDIT: You can also use the orange key that you get at one of the end of my areas to open the orange door at Qloof's top left area and win the whole thing like that.
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Post by jdl » Sun Mar 01, 2009 8:18 pm

dlcs18 wrote:I'm at the four circle part now. And I've done both of the levels I made.
However, I found that if you get the green key from my level with the transporters you can use the key to open the green gate in the other area without getting the other green key. and then if you finish the level without getting that other green key behind the barrels then you end up getting stuck in the game and have to restart the whole thing. :shock:
I'm not angry that I have to start again though. All in the name of beta-testing and fixing. 8) (Besides it's my own fault I saved after that anyway :wink: )
Fixed. I made the gate have a texture and have a subcolor of 1. I also made the key have a subcolor of 1 so it will work with the gate.

I feel sorry that you have to start all over again. :(
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cbloopy
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Post by cbloopy » Sun Mar 01, 2009 10:32 pm

I've been trying to download for the last 5 minutes but MediaFire keeps showing this error:
MediaFire says wrote:The key you provided for file download was invalid. This is usually caused because the file is no longer stored on Mediafire. This occurs when the file is removed by the originating user or Mediafire.
:?:
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Post by dlcs18 » Sun Mar 01, 2009 10:41 pm

Yeay! Now I've attemped MOPI again and now I've got past the four gates and to the star. :D
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Post by jdl » Sun Mar 01, 2009 10:46 pm

Cbloopy, try this: http://download275.mediafire.com/mtehxv ... WAMOPI.wa2

It's still on there... Maybe MediaFire is busy or something... :?
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Post by cbloopy » Sun Mar 01, 2009 11:03 pm

jdl wrote:Cbloopy, try this: http://download275.mediafire.com/mtehxv ... WAMOPI.wa2

It's still on there... Maybe MediaFire is busy or something... :?
Ok, that works, thanks! :D
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Post by jdl » Sun Mar 01, 2009 11:07 pm

It was the direct download link instead of bringing you to the page where it says "Your request is processing, please wait!" so that link had to work.
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cbloopy
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Post by cbloopy » Mon Mar 02, 2009 9:29 am

8.wlv (the level right after you pass the area with PowFu) is currently using a "lava" level texture. I have a feeling that's a typo and you mean to use "cave2" (or maybe this is where "volcanocanyon" is used? except it looks a little weird to my eyes......)

10.wlv (one of the temple levels) is still looking for a custom gate texture in CUSTOM\gates.bmp, rather than MOFITex\TempleGates.bmp.

15.wlv (another one of the temple levels) currently has no music.

Maybe it's just me but I had trouble finding the jtemple custom level texture in the forums (I ended up copying them myself from MOFI), so I've attached the files here in case anybody needs them.
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Post by richmond2010 » Mon Mar 02, 2009 10:13 am

Jdl, the 6 Orange Chompers part of the level (Pow Training 301) is really... well, almost impossible. Any way to solve that?
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Post by cbloopy » Mon Mar 02, 2009 11:36 am

richmond2010 wrote:Jdl, the 6 Orange Chompers part of the level (Pow Training 301) is really... well, almost impossible. Any way to solve that?
Try standing in different places and see how the chompers approach you. There is one particular spot that, if you stand there, the chompers will come towards you in mostly one single direction, so you just need to aim your POWs in that one direction to get them all.
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Post by richmond2010 » Mon Mar 02, 2009 12:34 pm

Thanks a lot! I didn’t think of using the POW provided... how stupid am I. :lol:
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Post by jdl » Mon Mar 02, 2009 4:01 pm

cbloopy wrote:8.wlv (the level right after you pass the area with PowFu) is currently using a "lava" level texture. I have a feeling that's a typo and you mean to use "cave2" (or maybe this is where "volcanocanyon" is used? except it looks a little weird to my eyes......)
It's suposed to be like that. 8)
cbloopy wrote:10.wlv (one of the temple levels) is still looking for a custom gate texture in CUSTOM\gates.bmp, rather than MOFITex\TempleGates.bmp.
Fixed. :D
cbloopy wrote:15.wlv (another one of the temple levels) currently has no music.
Double fixed. :D :D
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Post by Qloof234 » Mon Mar 02, 2009 4:05 pm

But 8.wlv is the one that is supposed to load volcano canyon... :?
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Post by jdl » Mon Mar 02, 2009 4:09 pm

Qloof234 wrote:But 8.wlv is the one that is supposed to load volcano canyon... :?
The Level Texture for 8.wlv is "volcanocanyon". The Water Texture for 8.wlv is "lava". :D
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Post by jdl » Mon Mar 02, 2009 7:13 pm

This might sound a little weird but, I'd like to know how Patrick likes this! :D So, what do you think Pat? Good, Average, Bad, or Poor? (Remember, this is just the Demo version. All the tiles that aren't right will be fixed later in the final version. :D )




And Now For Another Preview Image!!!

Wow... What is this cave? Those Cuboids are ment to have the WoodenBox Texture. Why doesn't it show up in the Editor???

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Post by cbloopy » Mon Mar 02, 2009 8:01 pm

jdl wrote:
cbloopy wrote:8.wlv (the level right after you pass the area with PowFu) is currently using a "lava" level texture. I have a feeling that's a typo and you mean to use "cave2" (or maybe this is where "volcanocanyon" is used? except it looks a little weird to my eyes......)
It's suposed to be like that. 8)
To clarify, I'm saying that right now, you've set both "leveltex" and "watertex" to "lava" in that level, even though it sounds like leveltex should've been set to "volcanocanyon".

I'm still wondering if that part looks better with "cave2" instead. You have a screenshot of that place earlier in the thread (before the demo came out), wasn't it still using "cave2" when you did the screenshot?
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Post by cbloopy » Mon Mar 02, 2009 8:05 pm

jdl wrote:Those Cuboids are ment to have the WoodenBox Texture. Why doesn't it show up in the Editor???
Rhetorical question? :wink: Well anyway, lots of things don't show up properly in the Editor (eg. height, roundness and jaggedness of tiles, etc.), and custom textures' just one of them.
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Post by dlcs18 » Mon Mar 02, 2009 8:08 pm

cbloopy wrote: To clarify, I'm saying that right now, you've set both "leveltex" and "watertex" to "lava" in that level, even though it sounds like leveltex should've been set to "volcanocanyon".
So that's why the Volcano Canyon texture wasn't working! 8)
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