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Wonderman109
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Post by Wonderman109 » Sun Nov 04, 2012 2:52 am

KILL THAT GLITCH :twisted:
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Fluffshery
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Post by Fluffshery » Sun Nov 04, 2012 4:03 am

I'm having a problem. In one of my levels, I want a dialog to pop up after an amount of time. To accomplish this, I had the player be required to step on an NPC Move button that has a delay of 150. However, the dialog doesn't pop up unless I am standing on the spot where the NPC Move button is. It's not the dialog button or the dialog that's having the problem, it's the NPC. I put another one in at a different spot for testing purposes, and it simply refuses to move unless I stand on the NPC Move Button. Do you have to stand on the spot the entire time to get it to work and I just didn't know or what? HALP?
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llarson
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Post by llarson » Sun Nov 04, 2012 4:05 am

In order to "Redeem" myself from my horrible levels, I plan on making Yume Nikki a rather long , challenging , fun puzzled , adventure. Here's a pic from the Nexis (that is how it's spelled right ?)
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Pawelec
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Post by Pawelec » Sun Nov 04, 2012 7:04 am

Fluffshery wrote:I'm having a problem. In one of my levels, I want a dialog to pop up after an amount of time. To accomplish this, I had the player be required to step on an NPC Move button that has a delay of 150. However, the dialog doesn't pop up unless I am standing on the spot where the NPC Move button is. It's not the dialog button or the dialog that's having the problem, it's the NPC. I put another one in at a different spot for testing purposes, and it simply refuses to move unless I stand on the NPC Move Button. Do you have to stand on the spot the entire time to get it to work and I just didn't know or what? HALP?
Hm... Everything should work correctly. Are you sure that 'Activate ID' for NPC Move and GC starting dialog is set to All (if it's set to number it cannot be activated by player)?

If you cannot solve the trouble set up a mechanism using gates with very long activation time. I think you should ask someone for a WOP with gate which has Activation Time set to 150 (the limit in the Editor is 48 if I remember correctly, so you'd need to use multiple gates and buttons, making the mechanism veeeeery big).
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Technos72
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Post by Technos72 » Sun Nov 04, 2012 1:44 pm

A yume nikki adventure? I do want to play it 8)
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Post by Wonderman109 » Sun Nov 04, 2012 8:09 pm

I have finished 10 of the puzzles in TTNW, 6 more to go. I'm almost halfway done. :)
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Post by llarson » Sun Nov 04, 2012 8:21 pm

Technos72 wrote:A yume nikki adventure? I do want to play it 8)
Well it won't be exactly like it as most of it will have my ideas , but it'll still have its apocalyptic / creepy attire and I may add a few things from the gam to it (such as I'm considering doing Eyeball world and some of Number world , and hell will probably be in it , but mainly my ideas). And it will most likely be vast . I already have a few ideas . :twisted:
Wonderman109 wrote:I have finished 10 of the puzzles in TTNW, 6 more to go. I'm almost halfway done.
:mrgreen: :mrgreen: :mrgreen:

EDIT: Actually I'm just going to change Number world to color world due to my laziness , it'll still be very weird though. Mainly because I realized it'll have a custom texture and the Snakeslds just wouldn't fit :/.

EDIT 2: Working on color world right now , it actually seems more confusing than Number world!
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Post by Master Wonder Mage » Sun Nov 04, 2012 10:15 pm

Fluffshery wrote:I'm having a problem. In one of my levels, I want a dialog to pop up after an amount of time. To accomplish this, I had the player be required to step on an NPC Move button that has a delay of 150. However, the dialog doesn't pop up unless I am standing on the spot where the NPC Move button is. It's not the dialog button or the dialog that's having the problem, it's the NPC. I put another one in at a different spot for testing purposes, and it simply refuses to move unless I stand on the NPC Move Button. Do you have to stand on the spot the entire time to get it to work and I just didn't know or what? HALP?
The delay is how long you have to stand on the button for the NPC to move.
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Post by Technos72 » Sun Nov 04, 2012 11:57 pm

llarson wrote:
Technos72 wrote:A yume nikki adventure? I do want to play it 8)
Well it won't be exactly like it as most of it will have my ideas , but it'll still have its apocalyptic / creepy attire and I may add a few things from the gam to it (such as I'm considering doing Eyeball world and some of Number world , and hell will probably be in it , but mainly my ideas). And it will most likely be vast . I already have a few ideas . :twisted:
Wonderman109 wrote:I have finished 10 of the puzzles in TTNW, 6 more to go. I'm almost halfway done.
:mrgreen: :mrgreen: :mrgreen:

EDIT: Actually I'm just going to change Number world to color world due to my laziness , it'll still be very weird though. Mainly because I realized it'll have a custom texture and the Snakeslds just wouldn't fit :/.

EDIT 2: Working on color world right now , it actually seems more confusing than Number world!
You should try putting in a WOP representing Steve Leif Kareha in the color world. That would be cool
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Post by Fluffshery » Mon Nov 05, 2012 12:07 am

Master Wonder Mage wrote:
Fluffshery wrote:I'm having a problem. In one of my levels, I want a dialog to pop up after an amount of time. To accomplish this, I had the player be required to step on an NPC Move button that has a delay of 150. However, the dialog doesn't pop up unless I am standing on the spot where the NPC Move button is. It's not the dialog button or the dialog that's having the problem, it's the NPC. I put another one in at a different spot for testing purposes, and it simply refuses to move unless I stand on the NPC Move Button. Do you have to stand on the spot the entire time to get it to work and I just didn't know or what? HALP?
The delay is how long you have to stand on the button for the NPC to move.
So you can't leave the button. I see. I guess I could do a system with a gate and an invisible button, instead, like Pawalec suggested.
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Post by Wonderman109 » Mon Nov 05, 2012 1:43 am

Change of plans. TTNW will now have over 20 puzzles, unless my plans change again. :P :mrgreen:
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Post by llarson » Mon Nov 05, 2012 1:48 am

Technos72 wrote:
llarson wrote:
Technos72 wrote:A yume nikki adventure? I do want to play it 8)
Well it won't be exactly like it as most of it will have my ideas , but it'll still have its apocalyptic / creepy attire and I may add a few things from the gam to it (such as I'm considering doing Eyeball world and some of Number world , and hell will probably be in it , but mainly my ideas). And it will most likely be vast . I already have a few ideas . :twisted:
Wonderman109 wrote:I have finished 10 of the puzzles in TTNW, 6 more to go. I'm almost halfway done.
:mrgreen: :mrgreen: :mrgreen:

EDIT: Actually I'm just going to change Number world to color world due to my laziness , it'll still be very weird though. Mainly because I realized it'll have a custom texture and the Snakeslds just wouldn't fit :/.

EDIT 2: Working on color world right now , it actually seems more confusing than Number world!
You should try putting in a WOP representing Steve Leif Kareha in the color world. That would be cool
I got a few ideas:
A)-A dragon turtle

problem: I don't really know how to make it go by repetitively :/ I'll try though

B)- A GC

Problem: Not that fun letting it just sit there :/ .

So everybody give me your vote on this.
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Post by Pawelec » Mon Nov 05, 2012 3:30 pm

Fluffshery wrote:
Master Wonder Mage wrote:
Fluffshery wrote:I'm having a problem. In one of my levels, I want a dialog to pop up after an amount of time. To accomplish this, I had the player be required to step on an NPC Move button that has a delay of 150. However, the dialog doesn't pop up unless I am standing on the spot where the NPC Move button is. It's not the dialog button or the dialog that's having the problem, it's the NPC. I put another one in at a different spot for testing purposes, and it simply refuses to move unless I stand on the NPC Move Button. Do you have to stand on the spot the entire time to get it to work and I just didn't know or what? HALP?
The delay is how long you have to stand on the button for the NPC to move.
So you can't leave the button. I see. I guess I could do a system with a gate and an invisible button, instead, like Pawelec suggested.
I suggest you to do sth like this:
1. You press the invisible button, which opens the gate (with ActivationSpeed set to highest possible due to the timing reasons), what releases the chomper (of course hidden in a mechanism).
2. The chomper stands on NPC Move button with a delay of 150.
3. The NPC moves after 150 ticks and pushes the GC with CMD 21.
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Post by yot yot5 » Mon Nov 05, 2012 3:56 pm

Fluffshery wrote:I'm having a problem. In one of my levels, I want a dialog to pop up after an amount of time. To accomplish this, I had the player be required to step on an NPC Move button that has a delay of 150. However, the dialog doesn't pop up unless I am standing on the spot where the NPC Move button is. It's not the dialog button or the dialog that's having the problem, it's the NPC. I put another one in at a different spot for testing purposes, and it simply refuses to move unless I stand on the NPC Move Button. Do you have to stand on the spot the entire time to get it to work and I just didn't know or what? HALP?
Why don't you just have an invisible button open a gate? Behind the gate you can put a slow-moving spikeyball, which activates a command 21 after bouncing down the corridor.
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Post by Pawelec » Mon Nov 05, 2012 8:57 pm

yot yot5 wrote:
Fluffshery wrote:I'm having a problem. In one of my levels, I want a dialog to pop up after an amount of time. To accomplish this, I had the player be required to step on an NPC Move button that has a delay of 150. However, the dialog doesn't pop up unless I am standing on the spot where the NPC Move button is. It's not the dialog button or the dialog that's having the problem, it's the NPC. I put another one in at a different spot for testing purposes, and it simply refuses to move unless I stand on the NPC Move Button. Do you have to stand on the spot the entire time to get it to work and I just didn't know or what? HALP?
Why don't you just have an invisible button open a gate? Behind the gate you can put a slow-moving spikeyball, which activates a command 21 after bouncing down the corridor.
Maybe the mechanism needs to be EXACTLY 150 ticks delayed?
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Post by Fluffshery » Mon Nov 05, 2012 11:24 pm

I just want it to be a delay where it gives time for the player to move like ten or so tiles away.
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Post by llarson » Tue Nov 06, 2012 3:53 am

DELETED I CHANGED MY MIND ON THIS ONE
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Post by flameterror91 » Fri Nov 09, 2012 4:57 am

Just a little something that I'm working on for my next adventure. It's been a long time. I'm running out of ideas. And because I've been gone for a while, I forgot how to use most of the editor :lol:
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Heeeeeey
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Post by llarson » Sat Nov 10, 2012 4:23 am

A new level from me ? (Hopefully this one will turn out similar to TTNW part 2 did and not cliche)
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Post by Wonderman109 » Sat Nov 10, 2012 2:33 pm

What happened to finishing the Wonderwood trilogy? :(
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llarson
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Post by llarson » Sat Nov 10, 2012 4:46 pm

Wonderman109 wrote:What happened to finishing the Wonderwood trilogy? :(
I'm going to redo it . I wasn't happy with my previous level list so I canceled it until I get there . Right now is a place somewhere on the WAY outskirts of Bigtown (which I will also redo)
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Post by Wonderman109 » Sun Nov 11, 2012 2:50 am

I am three-quarters finished TTNW3. It is going to be long for a tennis match level, but it will be fun and has two plot twists, one based off the other. There will be 15 levels and 5 or so dias, and 2/3 of the levels are done. This may be ready by tomorrow evening! :D
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Post by llarson » Sun Nov 11, 2012 3:14 am

Wonderman109 wrote:I am three-quarters finished TTNW3. It is going to be long for a tennis match level, but it will be fun and has two plot twists, one based off the other. There will be 15 levels and 5 or so dias, and 2/3 of the levels are done. This may be ready by tomorrow evening! :D
:D
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Post by TheThaumaturge » Sun Nov 11, 2012 3:38 am

Yay, I'm pretty much done with Into The Rainbow, as far as puzzles go. All that's left is some more scenery work for the other 2 levels, and I'll release it! That may happen sometime tonight (If I can somehow become a super-editor) or tomorrow morning. :)

I'm really proud of how this one is turning out and I've had a lot of fun making it. :)
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Post by Wonderman109 » Mon Nov 12, 2012 3:16 am

Sadly TTNW3 will not be released today due to time issues. It will be tomorrow, though, I only have one last wlv to go and than I can test it and release it! :)
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Post by boh123321 » Mon Nov 12, 2012 3:31 pm

ARRRG!!!

When I see all of your (when I say your it means everyones') beautiful adventures, I look back to my current adventure and bang my head on the wall (not really) :( :( :( :( :(

Y AM I NOT ABLE TO USE DA EDITOR?!?!?!?
Y
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Post by Wonderman109 » Mon Nov 12, 2012 9:12 pm

Well, taking your time is the most important thing.

As for TTNW3, I have a lot of homework, so I'll have to put it off another couple of days. Sorry! :(
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Post by yot yot5 » Wed Nov 14, 2012 3:59 pm

My next adventure involves trying to stop YOUKNOWWHO stealing the key to the Doomstick from the Wondertown Museum. I WAS going to have a massive fight scene in the Wondertown Square from the Wonderbank Nightmare, but the lag was incredible. Most of the action will take place inside the museum instead. :)
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Post by Wonderman109 » Thu Nov 15, 2012 11:23 pm

Running through the testing stages on TTNW3...it should be out in an hour or so. :)
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Post by llarson » Fri Nov 16, 2012 12:36 am

Wonderman109 wrote:Running through the testing stages on TTNW3...it should be out in an hour or so. :)
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Last edited by llarson on Fri Nov 16, 2012 12:39 am, edited 1 time in total.
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