Page 7 of 11
Posted: Thu Jul 12, 2012 11:07 am
by tyteen4a03
Implementing a scripting language would require a lot of extra work, especially Wonderland is written in Blitz3D, which is not a very popular language.
Posted: Thu Jul 12, 2012 2:50 pm
by Dark Drago
I have one more feature I want to see:
How many of you, PRINCE OF PERSIA game?
If stinkers could rewind time, it'd be COOOOOOOOOOOOOOOOL...

Posted: Thu Jul 12, 2012 3:14 pm
by jdl
This is something for the editor that I would like to see:
The ability to place at least 2 objects on the same tile. For example, a key and a GC button. That way when someone picks up a key, another event can happen by the GC button, such as an earthquake or dialog. I know this is possible using the "flip glitch" (which I still have no idea how to do by the way), but I'd like to see it actually in the editor.

Posted: Thu Jul 12, 2012 3:17 pm
by TheThaumaturge
jdl wrote:This is something for the editor that I would like to see:
The ability to place at least 2 objects on the same tile. For example, a key and a GC button. That way when someone picks up a key, another event can happen by the GC button, such as an earthquake or dialog. I know this is possible using the "flip glitch" (which I still have no idea how to do by the way), but I'd like to see it actually in the editor.

THIS.
Posted: Thu Jul 12, 2012 3:17 pm
by StinkerSquad01
Maybe it could work in a layer system? A button layer, an item layer, who knows, maybe a decoration layer...
Posted: Thu Jul 12, 2012 3:25 pm
by jdl
StinkerSquad01 wrote:Maybe it could work in a layer system? A button layer, an item layer, who knows, maybe a decoration layer...
Actually I just thought of a better way:
In Game Maker there's an option "Delete Underlying" which means that there can only be 1 object on a tile at once, and if another is placed, the first gets deleted. If there was some kind of "Delete Underlying: Enabled/Disabled" setting at the bottom of the editor with the flipping options, this should be very easy!

Posted: Thu Jul 12, 2012 5:43 pm
by llarson
Don't we already have that ?

Posted: Thu Jul 12, 2012 5:49 pm
by Emerald141
Posted: Thu Jul 12, 2012 5:53 pm
by llarson
O Yea I guess we don't. I misunderstood, sorry.
Posted: Thu Jul 12, 2012 6:46 pm
by yot yot5
jdl wrote:This is something for the editor that I would like to see:
The ability to place at least 2 objects on the same tile. For example, a key and a GC button. That way when someone picks up a key, another event can happen by the GC button, such as an earthquake or dialog. I know this is possible using the "flip glitch" (which I still have no idea how to do by the way), but I'd like to see it actually in the editor.

This is easy enough. You place a chomper which will push a GC after the player steps on a certain tile.
Posted: Thu Jul 12, 2012 7:01 pm
by Derp
yot yot5 wrote:jdl wrote:This is something for the editor that I would like to see:
The ability to place at least 2 objects on the same tile. For example, a key and a GC button. That way when someone picks up a key, another event can happen by the GC button, such as an earthquake or dialog. I know this is possible using the "flip glitch" (which I still have no idea how to do by the way), but I'd like to see it actually in the editor.

This is easy enough. You place a chomper which will push a GC after the player steps on a certain tile.
Enemies can step on general commands?
Posted: Thu Jul 12, 2012 7:34 pm
by Emerald141
Posted: Thu Jul 12, 2012 7:40 pm
by StinkerSquad01
Maybe right clicking could open up a small menu and you select what object you want to select.
Another idea: being able to rotate an object that can be rotated by clicking, holding, and dragging to rotate on all axis possible at the same time. I wish there was an example to show.
Posted: Fri Jul 13, 2012 1:35 am
by Wonderman109
jdl wrote:This is something for the editor that I would like to see:The ability to place at least 2 objects on the same tile. For example, a key and a GC button. That way when someone picks up a key, another event can happen by the GC button, such as an earthquake or dialog.
I know this is possible using the "flip glitch" (which I still have no idea how to do by the way), but I'd like to see it actually in the editor. 
There are 5 easy steps.
1. Save your level. If you mess up, you can undo all the 'bad data.'
2. Place your object.
3. Flip X, Y, or XY. All ways have the glitch.
4. Place the object in the one you made in Step 2. Due to the flip glitch, all objects are placed one square right for X, south for Y, and southeast for XY.
XY doesn't always work, use X and Y more often.
5. Flip back the Flip you made, and only that one. If you flipped X, only Flip X again and NOT Y or XY. Doing that messes up the object logic even more.
Not flipping results in all the objects having the flip glitch in your level, and it's not undo-able after you save your work, so you'd have to delete that wlv. file.
Once you did all 5 steps, you have two objects in 1 square. You get glitches from this: The cursor senses the second-placed object when you click on the two, but you can change the object and place it again. But if you change the 1st-placed after, the 2nd one dissapears.
Also, you can only delete the 2nd-placed object by clicking on the square where it should be- 1 right for Flip X, or one down for Flip Y.
Posted: Fri Jul 13, 2012 11:00 am
by jdl
Wonderman109 wrote:jdl wrote:This is something for the editor that I would like to see:The ability to place at least 2 objects on the same tile. For example, a key and a GC button. That way when someone picks up a key, another event can happen by the GC button, such as an earthquake or dialog.
I know this is possible using the "flip glitch" (which I still have no idea how to do by the way), but I'd like to see it actually in the editor. 
There are 5 easy steps.
[snip]
Ah, I see now. Thank you!

Posted: Fri Jul 13, 2012 11:11 am
by ab-47
I just want that button feature and that's all, not glitchy situations...
Posted: Sat Jul 14, 2012 12:10 am
by Wonderman109
How about a Shield Function for the Custom Icon object?
When your player gets hurt because of a chomper, spikeyball, or destructive spellball, the shield is destroyed instead.
Posted: Sat Jul 14, 2012 12:53 am
by jdl
It would also be interesting to be able to name items in your inventory instead of them just saying "Item".
I just love how much detail you can give in the Adventures series.
Posted: Sun Jul 15, 2012 1:02 am
by Wonderman109
How about Autosaves for the PotZ editor?
Two minutes ago I had just finished putting a few dozen spikeyball textures for a level and my computer crashed as I was about to save my work.

Posted: Sun Jul 15, 2012 1:25 pm
by |Cookie|
Wonderman109 wrote:Two minutes ago I had just finished putting a few dozen spikeyball textures for a level and my computer crashed as I was about to save my work.

That's really annoying.

Posted: Mon Jul 16, 2012 1:38 pm
by Hammer Bro
Dark Drago wrote:I have one more feature I want to see:
How many of you, PRINCE OF PERSIA game?
If stinkers could rewind time, it'd be COOOOOOOOOOOOOOOOL...

thats impossibily possible
Posted: Mon Jul 16, 2012 10:16 pm
by llarson
How about an on/off multiplayer function for certain levels and you could talk to other people? DEFINITELY!
Posted: Wed Jul 18, 2012 10:41 am
by ab-47
when something is destroyed or deactivated, a command occurs by that object.
example: destroying a Thwart opens a gate, so it's something like this, ID, Xscale, Yscale, Zscale, etc. and then destroycmd, data1, data2, data3, data4...

Posted: Wed Jul 18, 2012 3:48 pm
by Master Wonder Mage
If the destination of a levelexit is -1, -1, the NPC with ID -2 is playable on that room.
Stinkers: Behave normally
Thwarts: Unlimited Pow
Ice Trolls: Unlimited Brr, immune to "Brr"
Rainbow Stars: Fly over water
The "OH NO" screen only pops up if you kill a creature of the current playable species.
Posted: Fri Jul 20, 2012 10:16 am
by Dark Drago
Hammer Bro wrote:Dark Drago wrote:I have one more feature I want to see:
How many of you, PRINCE OF PERSIA game?
If stinkers could rewind time, it'd be COOOOOOOOOOOOOOOOL...

thats impossibily possible
Meaning?
Posted: Fri Jul 20, 2012 8:51 pm
by Derp
tyteen4a03 wrote:IWBTG mode.
CHALLENGE ACCEPTED,
You sir, Have inspired me to make: I Wanna Be The Stinker!
Anyways, I wonder if they might have MORE retro levels, Visiting the RTW dimension was fun!
I also hope we might see some familiar faces, Maybe Pootsy or Gabgoona, Or some of the rainbow wizards.

Posted: Fri Jul 20, 2012 8:57 pm
by Yzfm
Derp wrote:tyteen4a03 wrote:IWBTG mode.
CHALLENGE ACCEPTED,
You sir, Have inspired me to make: I Wanna Be The Stinker!
Anyways, I wonder if they might have MORE retro levels, Visiting the RTW dimension was fun!
I also hope we might see some familiar faces, Maybe Pootsy or Gabgoona, Or some of the rainbow wizards.

Yes I do want all of that!!
Posted: Sat Jul 21, 2012 1:32 am
by Wonderman109
ab-47 wrote:when something is destroyed or deactivated, a command occurs by that object.
example: destroying a Thwart opens a gate, so it's something like this, ID, Xscale, Yscale, Zscale, etc. and then destroycmd, data1, data2, data3, data4...

Right.
I went to a computer camp this week and learned a bit of basic progamming with a game maker.
Having an 'if' or 'else' statement in , for instance, a dialog, to check for say, whether a coin has been collected, or a certain enemy destroyed.
Other ideas:
Tollgates using other items to open (e.g. killing all fireflowers in level, score points, gems, shards, etc.)
Hitpoints for spikeyballs, chompers, thwarts, stinkers, wee stinkers, turtles, wysps, scritters, ducks, and the player.
Indigo magic Possibility 1, 002, 987, 535, 444, 321:
Turns floor into water with Depth 0.0 and Xtrude -5.0 if spellball lands on its target.
Walls act like ice walls to indigo magic.
When hitting an animate object, object dissapears, is projected into the future, (in-game it's just gone temprorarily) and then re-appears about a minute later.
If lands on water, water level sinks to -7.0
I'll let you speculate on what it does to the player and non-animate objects.

Posted: Mon Jul 30, 2012 2:22 am
by Wonderman109
DP for the editor: you know how you can increase or decrease scale faster with the shift key?
I'd like an option to adjust how much the scale is increased: 10x more, 20x more, 30x more, 50x more, or 100x more. That would seriously help me right now as I have to make a bridge -55.0 in height.

Posted: Wed Aug 01, 2012 4:02 am
by StinkerSquad01
This might have been said, but more official custom options, like using your own music and such without having to hexedit or something.