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Posted: Tue Dec 28, 2010 4:07 am
by horseman
bround wrote:I've complete my WA:MOFI Hub Maker v001 and a Test Game. I attached it in Plunder:


MOFI Hub Maker v001

Test Game
Plunder deleted the MOFI Hub Maker

Posted: Tue Dec 28, 2010 8:50 am
by jozsefkoma
Maybe plunder deleted it for inactivity.

Posted: Tue Dec 28, 2010 5:13 pm
by DEEMAN223344
(posting from WII) Most likely. don't know, though.

Posted: Sat Jan 01, 2011 8:56 pm
by DEEMAN223344
Ok, When MOMII was in progress, there was a hack here about changing the .ogg file the game plays in the main menu. I can't find it anymore.
Help?

Posted: Sat Jan 01, 2011 11:47 pm
by DEEMAN223344
Qloof234 wrote:BEST. CMD. EVER.
Data4 Numbers + their effects wrote: --Scritter Movement Types--

30: Nothing moves (walk on same space as Scritter to make it move)
31: Acts like a Scritter (walking into chomper/spikeyball kills the player)
32: Scritter again (close proximity, same as default)
33: Scritter again (same as default?)
34: Scritter again (far proximity, 4 tiles)

--DragonTurtle/Spikeyball Movement Types--

41: Initial direction is South (Scritters act really oddly during this)
42: Initial direction is North (No idea what Scritters do here)
43: Initial direction is East (No idea what Scritters do here)
44: East again
45: South again
46: South again
47: Initial direction is West (Scritters act normal here)
48: West again (Yet I have no idea what Scritters do here)

--??? Movement Types--

71: Bounces off wall, initial direction is North (???)
72: Bounces off wall, initial direction is North-East (???)
73: Bounces off wall, initial direction is East (???)
74: Bounces off wall, initial direction is South-East (???)
75: Bounces off wall, initial direction is South (???)
76: Bounces off wall, initial direction is South-West (???)
77: Bounces off wall, initial direction is West (???)
78: Bounces off wall, initial direction is North-West (???)
Updated the last few CMD's, add titles for the first few.

And with that, it's time to experiment with the undocumented values... :twisted:
My question - If that's what MovementType is, what is MovementTypeData?! :?

Posted: Sun Jan 02, 2011 3:31 am
by Guppy Star
DEEMAN223344 wrote:
Qloof234 wrote:BEST. CMD. EVER.
Data4 Numbers + their effects wrote: --Scritter Movement Types--

30: Nothing moves (walk on same space as Scritter to make it move)
31: Acts like a Scritter (walking into chomper/spikeyball kills the player)
32: Scritter again (close proximity, same as default)
33: Scritter again (same as default?)
34: Scritter again (far proximity, 4 tiles)

--DragonTurtle/Spikeyball Movement Types--

41: Initial direction is South (Scritters act really oddly during this)
42: Initial direction is North (No idea what Scritters do here)
43: Initial direction is East (No idea what Scritters do here)
44: East again
45: South again
46: South again
47: Initial direction is West (Scritters act normal here)
48: West again (Yet I have no idea what Scritters do here)

--??? Movement Types--

71: Bounces off wall, initial direction is North (???)
72: Bounces off wall, initial direction is North-East (???)
73: Bounces off wall, initial direction is East (???)
74: Bounces off wall, initial direction is South-East (???)
75: Bounces off wall, initial direction is South (???)
76: Bounces off wall, initial direction is South-West (???)
77: Bounces off wall, initial direction is West (???)
78: Bounces off wall, initial direction is North-West (???)
Updated the last few CMD's, add titles for the first few.

And with that, it's time to experiment with the undocumented values... :twisted:
My question - If that's what MovementType is, what is MovementTypeData?! :?
How do you use this command? Can someone explain it in detail? Please?

Posted: Sun Jan 02, 2011 3:38 am
by DEEMAN223344
It's clearly simple.
Give a monster (eg. chomper) an ID (eg, 9001).
You would then set the data1 of the button to the ID (eg. set the data1 to 9001).
Let's say you wanted it to act like a scritter. Set Data4 to 32.
Now set CMD to 51, and place the button. (and the monster too!)

Posted: Sun Jan 02, 2011 3:43 am
by Guppy Star
DEEMAN223344 wrote:It's clearly simple.
Give a monster (eg. chomper) an ID (eg, 9001).
You would then set the data1 of the button to the ID (eg. set the data1 to 9001).
Let's say you wanted it to act like a scritter. Set Data4 to 32.
Now set CMD to 51, and place the button. (and the monster too!)
Thank You! But what about the effects? If you give data4 to scritter to act like spikey, will it harm you?

Posted: Sun Jan 02, 2011 3:46 am
by DEEMAN223344
No. Movement type only affects MOVEMENT.

Posted: Sun Jan 02, 2011 3:48 am
by Guppy Star
DEEMAN223344 wrote:No. Movement type only affects MOVEMENT.
Well, I thought for my DEMO2 of WA SI, I can include Cement Blocks in the CREEPY CASTLE which will move here and there and you'll die when it hits you

Posted: Sun Jan 02, 2011 6:06 am
by StinkerSquad01
Movement, not properties. Sorry.

Posted: Sun Jan 02, 2011 7:28 am
by Guppy Star
StinkerSquad01 wrote:Movement, not properties. Sorry.
Then i'll set Spikey movt for any model

Posted: Tue Jan 11, 2011 10:38 pm
by Emerald141

Posted: Wed Jan 12, 2011 12:05 am
by StinkerSquad01
Wicked. This will be great.

Posted: Sat Jan 15, 2011 12:15 am
by Emerald141

Posted: Sat Jan 15, 2011 1:28 am
by StinkerSquad01
Hows progress?

Posted: Sat Jan 15, 2011 2:15 am
by Emerald141

Posted: Sat Jan 15, 2011 2:25 am
by DEEMAN223344
"Be Careful What You Say!"
Future Dude wrote:
Dialog wrote:CENSORED BLEEP I EAT YOU ROAARR *Religious stuff* *BLEEEEEEEP* CENSORED OVERLY CENSORED ROOOOOOOAAAAR FEAR MY SWEARING WHAAHAHHAHAAARK kthxdie
Check this dialog out!

Posted: Sat Jan 15, 2011 2:27 am
by Emerald141

Posted: Sat Jan 15, 2011 6:05 am
by jozsefkoma
I we make an adventure in current editor we can play it in MOI or MOFI Demo.But it don't work completely. :?
The format of adv are different.
For example I made a level with mofi objects and I tested it but a wall transformed in a floor.In editor is all ok.
I don't used converter.

Posted: Fri Jan 21, 2011 4:30 pm
by jozsefkoma
I discovered how to change the editor's background!

Posted: Fri Jan 21, 2011 10:47 pm
by DEEMAN223344
jozsefkoma wrote:I we make an adventure in current editor we can play it in MOI or MOFI Demo.But it don't work completely. :?
The format of adv are different.
For example I made a level with mofi objects and I tested it but a wall transformed in a floor.In editor is all ok.
I don't used converter.
That shouldn't happen. MOFI is fully compatible with editor levels, but not visa versa IIRC

Posted: Fri Jan 21, 2011 11:14 pm
by Sammy_P
jozsefkoma wrote:I discovered how to change the editor's background!
Nice!

Posted: Sat Jan 22, 2011 11:16 am
by jozsefkoma
DEEMAN223344 wrote:
jozsefkoma wrote:I we make an adventure in current editor we can play it in MOI or MOFI Demo.But it don't work completely. :?
The format of adv are different.
For example I made a level with mofi objects and I tested it but a wall transformed in a floor.In editor is all ok.
I don't used converter.
That shouldn't happen. MOFI is fully compatible with editor levels, but not visa versa IIRC
Isn't full compatible!
If is full compatible why we can't open MOFI levels in editor? :P

Posted: Sat Jan 22, 2011 3:18 pm
by Guppy Star
Well, what will happen if you put GAME DATA and mofi player in MOFI editor and play it?

I just tried it and found that the wg.exe doesn't know which one to open. WHat will happen if I delete WAE player wg? IT MAV's. So, this is a new question

Posted: Sat Jan 22, 2011 3:38 pm
by DEEMAN223344
-_-.
MOFI is fully compatible with editor levels.
However, the editor cannot run MOFI levels.
End of story.

Posted: Sat Jan 22, 2011 8:21 pm
by md
Emerald141 wrote:bumpish

Well, I've decided that it's high time we actually get a full guide for the Editor. Having said that, I've taken it upon myself to write such a guide.

I estimate A Complete Guide to the WA Editor to be ready in a couple of weeks if all goes well. So far, here's the basic layout I've decided on:

I. Getting Started
.....i. Introduction
.....ii. Disclaimer
.....iii. Download Link
II. The WA Player
.....i. Creating Your Stinker
.....ii. Downloading and Uploading Adventures
.....iii. Playing Adventures
.....iv. Archiving and Deleting Adventures
.....v. Player Options
III. The Main Editor Screen
.....i. Creating Your Username
.....ii. Creating/Archiving Adventures
.....iii. Transferring Adventures from the Player
.....iv. Title and Description
.....v. Adventure Goal
.....vi. Custom Icons
.....vii. Three Ways to Exit
IV. Creating a Level
V. Dialogs
VI. Making it All Come Together
VII. Hub Making
VIII. Glitches

Any ideas on how I could improve on that (besides adding subcategories to the last five sections?)
I had an idea, how about with the section 'Hub' you put a subsection called 'Hex-Editing'.

Just a suggestion, sorry if I went too far. :)

Posted: Sun Jan 23, 2011 8:10 pm
by jozsefkoma
Something strange happens. :(
I made a level with Wysp and I played it in MOFI.
But where wysp do a step the floor transformed in a wall or water, I don't know.
Why?
I really need that adv.

Posted: Sat Jan 29, 2011 8:24 pm
by jozsefkoma
jozsefkoma wrote:Something strange happens. :(
I made a level with Wysp and I played it in MOFI.
But where wysp do a step the floor transformed in a wall or water, I don't know.
Why?
I really need that adv.
I discovered why is happens with my adv.
The wysp's dialog was 0 and that somehow turned into a bug.
I set dialog 2 and now is ok. :)

Posted: Fri Feb 04, 2011 8:33 am
by jozsefkoma
Can I make a unofficial MOFI Editor?