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Posted: Wed Jan 02, 2013 3:17 am
by llarson
THE LAST POST FOREVER!

Posted: Wed Jan 02, 2013 4:03 am
by LexieTheFox
StinkerSquad01 wrote:MUSHROOM GEMS?

Image
O_O You must.. You must.. HOW DID YOU GET THOSE? I must have them! I MUST

Posted: Wed Jan 02, 2013 4:24 am
by StinkerSquad01
Made them myself. :wink:

Posted: Wed Jan 02, 2013 4:31 am
by llarson
This gives me another idea that's somewhat rip-offy but is very good. COIN MUSHROOMS!

Posted: Wed Jan 02, 2013 4:32 am
by StinkerSquad01
I was thinking of that so I could use tollgates.

Posted: Wed Jan 02, 2013 5:32 am
by llarson
StinkerSquad01 wrote:I was thinking of that so I could use tollgates.
It gives me an idea for a trilogy where a mushroom bank plans to take over wonderland by spamming a bunch of tollgates for mushrooms XD. They also replace coins with mushrooms. Would you mind if I use this idea ?

Posted: Wed Jan 02, 2013 9:36 am
by LexieTheFox
Edit: removed post. Found out he already posted the wop in the request friend. Nevermind! ^_^

Posted: Wed Jan 02, 2013 10:09 am
by dig 222
It should play a sound effect like this: OM NOM NOM

Posted: Thu Jan 03, 2013 4:54 am
by Blazeknight
For my WA hub, it features an ice cold island journey to find {not decided what}

Posted: Thu Jan 03, 2013 6:00 am
by TheThaumaturge
Looking good, Blaze! I, being so obsessive with scenery, think that it looks pretty nice! :)

Posted: Thu Jan 03, 2013 7:12 am
by LexieTheFox
I return. With Fives pictures from Troll the Troll Lord!
May you examine them and be very happy, friends.

Posted: Thu Jan 03, 2013 7:40 am
by StinkerSquad01
I think I'm going to scrap the thing with the mushrooms and work on something else. The wops are up for free use.
I'll start work on "The Infallible Barrel Contraption" tomorrow. :twisted:

Posted: Thu Jan 03, 2013 1:20 pm
by dig 222
screenshot bleh

Posted: Thu Jan 03, 2013 3:04 pm
by Blazeknight
My next adventure will be a ghost house with full of weird and spooky mechanisms and scary things. I thought of this idea based on Mario ghost houses and also on the comments received for the first adventure. A little change in style should do the trick for me.

Posted: Thu Jan 03, 2013 4:42 pm
by boh123321
Ugh, going to scrap up my previous adventure and start a new one.

That other one was getting boring and hard with the mofi elements.

Posted: Fri Jan 04, 2013 2:26 am
by Nobody
WONDERMAN

Do you have enough room on your C disk to make a folder called WA Editor v096 and put a folder called Custom inside? You know, for loopholes?

Posted: Fri Jan 04, 2013 2:29 am
by Sammy_P
Blazeknight wrote:For my WA hub, it features an ice cold island journey to find {not decided what}


*snip*
hi drago

Posted: Fri Jan 04, 2013 2:29 am
by Wonderman109
Uh, for what reason? :?

Posted: Fri Jan 04, 2013 3:09 am
by Nobody
Wonderman109 wrote:Uh, for what reason? :?
For custom textures.

Posted: Fri Jan 04, 2013 8:41 am
by LexieTheFox
Here are five pictures from the first adventure of the Phaser Pentalogy. NOTE. This is the first adventure I have ever made that wasn't done in a day. Yaaay! (Well. It isn't done yet. So yeah, FAAAR from being done)

Posted: Fri Jan 04, 2013 5:13 pm
by Wonderman109
Nobody wrote:WONDERMAN

Do you have enough room on your C disk to make a folder called WA Editor v096 and put a folder called Custom inside? You know, for loopholes?
Should I send it to you or what?

Posted: Fri Jan 04, 2013 7:01 pm
by Nobody
Wonderman109 wrote:
Nobody wrote:WONDERMAN

Do you have enough room on your C disk to make a folder called WA Editor v096 and put a folder called Custom inside? You know, for loopholes?
Should I send it to you or what?
What? No. Keep it on your C disk and keep your C disk not sent to me. I mean to put custom textures in.

Posted: Fri Jan 04, 2013 9:19 pm
by boh123321
My progress so far

Is this scenery good?

I worked so hard on it :D

Posted: Fri Jan 04, 2013 9:42 pm
by Pawelec
After viewing the screenshots in the last 5 pages of this topic, I decided I'll work harder on the forest tutorial. Why? Because as of releasing the tutorials I see progress in the adventures' appearance. Good job, makers!


Some tips for the screenshot authors:

Lexie: placing trees in a such regular manner looks strange. Also you make objects too small, they look strange. You use too much walls with Xtrude = 0.5. Better switch to 1.0 ones. Also, don't place two waterfalls in a row to fill 2 tiles. Just use one with XScale = 2.0 and adjust it. Now I'm curious: why there's a tree in a cave? :shock: I hope that isn't a bad omen... To be serious, I think that cave is nicely designed.

Boh123321: Same as Lexie: You use too much walls with Xtrude = 0.5. Better switch to 1.0 ones. Make sure all the edges are Jagged. I also feel there's too much open space in that level. Maybe some autumn trees and yellow flowers? If I was making that screenshot I'd use yellow flowers instead the purples and sandstone rocks instead the grey ones, but that's purely personal opinion :wink:

Posted: Sat Jan 05, 2013 12:27 am
by boh123321
Thanks, Pawelec! I knew there was something wrong with the space, but I could'nt figure it out!

Also, I am concerned that its taking too long to make levels. It took me 30 minutes to make this room with a 10 sentence long dialogue with some complex commands.

Posted: Sat Jan 05, 2013 3:10 am
by Wonderman109
Pawelec wrote:You use too much walls with Xtrude = 0.5. Better switch to 1.0 ones.
What's so bad about 0.5 tiles? In my opinion, they look better than any other tile distance in natural settings because they don't stretch out the center as much.

Plus, it's hard to see small objects clearly behind taller walls. I'd rather have slightly worse scenery if it made the puzzle elements easier to see.

Posted: Sat Jan 05, 2013 3:11 am
by Emerald141

Posted: Sat Jan 05, 2013 3:11 am
by LexieTheFox
Wonderman109 wrote:
Pawelec wrote:You use too much walls with Xtrude = 0.5. Better switch to 1.0 ones.
What's so bad about 0.5 tiles? In my opinion, they look better than any other tile distance in natural settings because they don't stretch out the center as much.

Plus, it's hard to see small objects clearly behind taller walls. I'd rather have slightly worse scenery if it made the puzzle elements easier to see.
To Pawlec: I used those tiny sceneries for a Overworld feel. I believe I struck gold on this.
To Wonderman: I agree, 0.5 Tiles are epic. I mostly use them for counters, but I have used them for many other deeds as well.
Oh, btw. My terrain skills just got 1-uped. Yay!

Posted: Sat Jan 05, 2013 4:24 am
by StinkerSquad01
I have to agree with Emerald a little bit, although I appreciate your tips Pawelec.

Posted: Sat Jan 05, 2013 9:50 am
by dig 222
Pawelec wrote:After viewing the screenshots in the last 5 pages of this topic, I decided I'll work harder on the forest tutorial. Why? Because as of releasing the tutorials I see progress in the adventures' appearance. Good job, makers!


Some tips for the screenshot authors:

Lexie: placing trees in a such regular manner looks strange. Also you make objects too small, they look strange. You use too much walls with Xtrude = 0.5. Better switch to 1.0 ones. Also, don't place two waterfalls in a row to fill 2 tiles. Just use one with XScale = 2.0 and adjust it. Now I'm curious: why there's a tree in a cave? :shock: I hope that isn't a bad omen... To be serious, I think that cave is nicely designed.

Boh123321: Same as Lexie: You use too much walls with Xtrude = 0.5. Better switch to 1.0 ones. Make sure all the edges are Jagged. I also feel there's too much open space in that level. Maybe some autumn trees and yellow flowers? If I was making that screenshot I'd use yellow flowers instead the purples and sandstone rocks instead the grey ones, but that's purely personal opinion :wink:
Just wanted to know if you agree with this,
using jagged + circular walls next to gates looks a bit ugly, as they leave a tiny space inbetween them. So I use squares side by side with gates.