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Posted: Fri Oct 05, 2012 12:46 am
by Nobody
Doubt it'll happen.

Posted: Fri Oct 05, 2012 7:36 am
by Yzfm
Me too.

But MAYBE MS wold make it as another game.

Posted: Sat Oct 06, 2012 9:48 pm
by Wonderman109
I would also like a Level Physical Adjuster. Basically, there would be a bar saying 'Change Adjust: X __ Y __ Z __ and an Adjust button. The __s would be default set at 0.0 You would type in the number of units you want to adjust the level and it would change it. All objects would be that much X, Y, and Z adjusted, and the tiles would be that much lower, farther, or higher.

That way you could make a wlv from the top of a canyon and another from the bottom of it that looked otherwise identical without having to change the Z Adjust of all the objects on the ground, canyon and all the tile heights individually.

Posted: Sat Oct 06, 2012 10:21 pm
by Muzozavr
As for multiplayer: how would it work, anyway? :?

Deathmatch doesn't fit the game type, and co-op... maybe for being able to move all characters "at the same time" for harder action-based tricks, but other than that, I don't see ANYTHING new that multiplayer could bring to the table here.

A MMO is theoretically possible, but it'd be way harder to develop... plus I tend to hate MMOs, so the less I say about them, the better for everyone.

Posted: Sat Oct 06, 2012 10:28 pm
by eee226
It would be fun to help each other in tricky puzzles.

Posted: Sun Oct 07, 2012 12:09 am
by DEEMAN223344
Muzozavr wrote:As for multiplayer: how would it work, anyway? :?

Deathmatch doesn't fit the game type, and co-op... maybe for being able to move all characters "at the same time" for harder action-based tricks, but other than that, I don't see ANYTHING new that multiplayer could bring to the table here.

A MMO is theoretically possible, but it'd be way harder to develop... plus I tend to hate MMOs, so the less I say about them, the better for everyone.
Look at Portal's co-op. That worked very well.

Posted: Sun Oct 07, 2012 12:09 am
by DEEMAN223344
Muzozavr wrote:As for multiplayer: how would it work, anyway? :?

Deathmatch doesn't fit the game type, and co-op... maybe for being able to move all characters "at the same time" for harder action-based tricks, but other than that, I don't see ANYTHING new that multiplayer could bring to the table here.

A MMO is theoretically possible, but it'd be way harder to develop... plus I tend to hate MMOs, so the less I say about them, the better for everyone.
Look at Portal's co-op. That worked very well.

Posted: Sun Oct 07, 2012 12:27 am
by Muzozavr
Portal 2 gave different pairs of portals to the two co-op characters. Is there a logical way to make the characters abilities differ like that in WA?

Posted: Sun Oct 07, 2012 12:54 am
by StinkerSquad01
Well, there ARE player-only buttons, so maybe Player1 and Player2 specific buttons?

Posted: Sun Oct 07, 2012 1:21 am
by Emerald141

Posted: Sun Oct 07, 2012 1:26 am
by StinkerSquad01

Posted: Sun Oct 07, 2012 3:36 am
by llarson
Not sure if this was said but....

How about an on / off button for the ability to stack blocks on top of eachother like minecraft ? It could be use useful for patterns .

Posted: Thu Nov 08, 2012 2:43 pm
by exhypercube
I have an ideal! How about commentary mode. Valve does it with its games.

Posted: Thu Nov 08, 2012 5:02 pm
by Nobody
Like, audio commentary like Valve?

...actually, that might be entertaining with the Stinker voice editing...

Posted: Thu Nov 08, 2012 5:05 pm
by yot yot5
Nobody wrote:Like, audio commentary like Valve?

...actually, that might be entertaining with the Stinker voice editing...
:|

Posted: Thu Nov 08, 2012 9:51 pm
by exhypercube
Nobody wrote:Like, audio commentary like Valve?

...actually, that might be entertaining with the Stinker voice editing...
I was thinking that there would be speech bubbles on a certain spaces and if you right click it, someone will talk about that part of the game. Like valve does it.

Posted: Thu Nov 08, 2012 10:46 pm
by tyteen4a03
exhypercube wrote:
Nobody wrote:Like, audio commentary like Valve?

...actually, that might be entertaining with the Stinker voice editing...
I was thinking that there would be speech bubbles on a certain spaces and if you right click it, someone will talk about that part of the game. Like valve does it.
That's audio commentary.

Posted: Wed Nov 14, 2012 11:49 pm
by boh123321
Multiplayer would be awesome!

Posted: Thu Nov 15, 2012 2:49 am
by Wonderman109
:idea:

Custom sounds.

E.g.

in PotZ editor, you go to Chomper object:

Custom Sound, Moving: !Default
Custom Sound, Destoryed: !Default

etc...

Posted: Thu Nov 15, 2012 3:55 am
by Master Wonder Mage
May have mentioned this before, but kill commands. When anything is killed, you can change it to have any command, including win/lose adventure. Killable stinkers would be great.


And custom losing messages maybe?

Posted: Thu Nov 15, 2012 4:38 am
by Nobody
Ooh, custom losing messages = Yes.

Think of all the plot/humor possibilities...

Posted: Thu Nov 15, 2012 5:08 am
by Yzfm
Everything people said starting from Boh's post.

Especially the custom sounds (Ya know why)

Posted: Thu Nov 15, 2012 10:36 pm
by Wonderman109
How about a special CMD button that killed the player but not anything else when stepped on? It looks really glitchy when a CMD 5 -1 destroys all the hats, outdoor objects, and furniture in a room. :x

Posted: Fri Jan 11, 2013 12:01 am
by Wonderman109
Oh, and custom sounds. You can associate a command or event with a sound, so like when you finish a dialog about a bomb, a voice calls out and starts saying 10, 9, 8...

Posted: Fri Jan 11, 2013 12:30 am
by StinkerSquad01
That would be cool, but uploading lots of fatty .wav files could be bad if you have a lot of sounds in your levels.

Posted: Fri Jan 11, 2013 1:48 am
by Wonderman109
Wonderman109 wrote::idea:

Custom sounds.

E.g.

in PotZ editor, you go to Chomper object:

Custom Sound, Moving: !Default
Custom Sound, Destoryed: !Default

etc...
Wonderman109 wrote:Oh, and custom sounds. You can associate a command or event with a sound, so like when you finish a dialog about a bomb, a voice calls out and starts saying 10, 9, 8...
*self-facepalm*

But I guess hat's true, SS01.

Posted: Fri Jan 11, 2013 5:38 am
by flameterror91
Multiplayer does seem like a good idea. But co-op would be better.

Posted: Tue Jan 15, 2013 2:29 pm
by chakfull
I want 16:9 , I want Indigo magic and it can play in iPhone/iPad/Mac,not only windows,and can support chinese.

Posted: Tue Jan 15, 2013 2:42 pm
by ab-47
chakfull wrote:I want 16:9 , I want Indigo magic and it can play in iPhone/iPad/Mac.
I also thought of the idea that WA could be compatible with PS3, Xbox, and especially the touchscreen devices; I love this idea.

Well, there WILL be an indigo magic feature for the coming WA. as for the 16:9 thing, I don't actually know what does it imply to exactly. :oops:

Posted: Tue Jan 15, 2013 2:45 pm
by chakfull
ab-47 wrote:
chakfull wrote:I want 16:9 , I want Indigo magic and it can play in iPhone/iPad/Mac.
I also thought of the idea that WA could be compatible with PS3, Xbox, and especially the touchscreen devices; I love this idea.

Well, there WILL be an indigo magic feature for the coming WA. as for the 16:9 thing, I don't actually know what does it imply to exactly. :oops:
but how to use magic is a problem.