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Posted: Thu Apr 03, 2014 4:12 pm
by Jutomi
Well, it appears safe; I've just rewritten Dr. Jojo's dialogue. :lol:

Posted: Tue Apr 08, 2014 3:08 am
by Jutomi
No body'd happen to know how to make dragon turtles reflect spells like ice walls, would they?

Posted: Tue Apr 08, 2014 4:36 am
by Qloof234
I don't think you can do that, since it's part of the tile logic. Sorry. :(

Posted: Sat Apr 12, 2014 3:21 pm
by Emerald141

Posted: Sun Apr 13, 2014 7:09 am
by Pawelec
Is there any way to wake up WeeStinkers (and possibly keep them awake) using commands? I think CMD4 may do that.

EDIT: Nevermind, found that out. WeeStinkers' SubType decides what they do. 0 means they are asleep, 1 means they follow the player, 2 means they are awake and standing still, ready for your commands. After 2 the values seem to work in strange ways...

Posted: Sun Apr 13, 2014 8:39 am
by Qloof234
Ooh, nice find! Kinda makes me wonder what SubType does for Baby Boomers, going to go check now...

EDIT: Well, okay, they seem to do the exact same thing, except for the fact that Baby Boomers don't have a sleeping animation - They just sort of stand there. You still can't control them until you've walked into them, though.

Posted: Mon Apr 14, 2014 5:03 pm
by dig 222
GUYS, GUYS, I JUST HAD A REALLY GOOD IDEA.
Pirate Ships with Duck logic! :)

Posted: Mon Apr 14, 2014 5:05 pm
by Jutomi
It's the revolution of ducks. So sad. :cry:

Posted: Tue Apr 15, 2014 4:48 pm
by LittleZbot
dig 222 wrote:GUYS, GUYS, I JUST HAD A REALLY GOOD IDEA.
Pirate Ships with Duck logic! :)
That's pretty much the best idea I've heard of in all my life.

QUACKING SHIPS

Posted: Mon Apr 21, 2014 1:33 am
by MyNameIsKooky
Uh, is it possible to adjust the pitch of sounds played by CMD10?

Posted: Fri Apr 25, 2014 7:10 pm
by Emerald141

Posted: Wed Apr 30, 2014 4:21 pm
by Jutomi
Just updating to say that Signus currently has 29 hub rooms, 64 dialogues, and 50 adventures(many of which have their own dialogues of inabsolute amounts)

:happy:

Posted: Wed May 21, 2014 10:30 pm
by Jutomi
The third world in JA:HOTSP is almost done; one more simple level to go! :mrgreen:

Ah, the joy of being able to make levels that I have a particular bond with, and not those that are okey, but not as splendid as I'd like them to be. :D

However, just to note, that this is just the third world; version Beta won't be out until I add the fourth world and hook up Passain's Gateway.

Posted: Thu May 22, 2014 12:16 am
by Jutomi
Oh, triple post(Wow :shock:), but I forgot to mention that I've added something incredibly dangerous in the level I most recently created.

Fortunately, a sign named Xemoode explains this something to you, so you won't be terminated as soon as you walk in. :lol:

Posted: Thu Jun 19, 2014 1:23 am
by Jutomi
Errr... minor bump...
quadrupal post, again, as well. :lol:

This is mostly an apology for being late with both Wonderland projects - again...

This time, it's because I ended up doing two fairly significant things on planet Earth. One took four days, the other took two, both days actually on the ends of what would be a six-day period.

Any how, just wanted to say that my RTW levels should be out soon, and IWABMOIII should not be too much longer. :mrgreen:

Sorry for the wait!

Posted: Thu Jun 19, 2014 2:42 am
by Wonderland King
I have an idea... going back to the top of the page, there's no way to give a turtle tile logic, but GrowFlowers on ice have that effect... :idea:

@Jutomi: Good luck! :D

Posted: Fri Jul 04, 2014 3:55 am
by Qloof234
There's not really a good thread for this, so I'll just put it here instead. Anyways.

As posted elsewhere:
Qloof234 wrote:So hey, this might not exactly belong here, but something curious in WA1.

As some of you already know, the hub in WA1 has a handful of unused rooms. There's 27.wlv, the "park" area, and two different early versions of Jaana's tree nursery. One of which is quite, um... Interesting, because there are four giant turtles in it (and two giant FireFlowers).

Anyways, after a bit of a chat on Skype about stuff like this, I started poking around in the hub folder and found something else that struck me as very weird - a level file called 17b.wlv, last modified in October 2006 - In contrast, all the "final" levels in the game were last modified in at least January 2007. Cbloopy's WA1-to-Editor converter wouldn't even recognize it as a valid level file.

The giant-turtle version of Jaana's nursery is both later than 17b, and works fine with the converter - The nursery (100.wlv) was last modified at the start of November 2006, making 17b the oldest level in the game's files.

Needless to say, this piqued my curiosity. A lot. After a bit of messing about trying to figure out what the deal was, I renamed the file to 33.wlv and used the Vault to try loading it in WA1.

The results were... Interesting. Much like 100.wlv, it has giant turtles (both of which are in the water at the start of the video), and the background "walls" are completely missing. In my opinion, though, the most curious thing about this - It highlights how files were shifted around for the final game.

All 3 of the signs in 17b actually point to valid dialogue files, but they're clearly not pointing to the right ones. For that matter, both of the level-exit arrows in the level point to valid levels (and the correct ones, at that!), but with incorrect co-ordinates.

Despite that, the adventure stars (at least the two that I tried) crash the game. Still, an interesting peek at how WA1's development unfolded.
As mentioned, Cbloopy's WA1-to-Editor converter doesn't recognize 17b as a valid level file. I'm not entirely sure why, because it's still valid enough for WA1 to load the level in-game, even though it's pitch-black (I'm not sure what the deal is with the Turtles/FireFlowers in 17b and 100, but my guess is that the scale values for the models were changed at some point in development). Because I'm stubborn, I refused to take no as an answer. After messing about cluelessly for a while, I managed to do this...

Image

This is only the level tile layout. This is still using the original object layout from the final level 17, which seems to be part of the problem here (as I recall, Cbloopy said that the differences between WAE and WA1's object formats was part of the reason WA1 levels crash the editor).

Also, I think I know why the level is pitch black when first loaded in WA1...

Image

Posted: Fri Jul 04, 2014 4:13 am
by llarson
*looks at light*

Yeeeah...I think I can see how that could cause some problems :lol:

Posted: Fri Jul 04, 2014 10:24 am
by Muzozavr
*looks at light*

Oh my, I laughed so hard. I'm clueless as to why it's doing that, but it's funny. :lol:

Posted: Fri Jul 04, 2014 10:51 am
by Qloof234
I'm actually really confused as to why it's doing that in the Editor as well. As far as I can ascertain, a wlv's lighting data is stored near the end of the file, except for in a save-game (wherein there's a whole load of other stuff past there, not sure what).

If it had been the entire level copied over, then I could see how the lighting would go funky like that, but I only copied over the data immediately before any objects, so I'm not sure how the lighting got carried over as well... :?

Still, it was pretty hilarious to load up the level and see that. :lol:

Posted: Fri Jul 04, 2014 11:48 pm
by Qloof234
Copied over from another thread:
Qloof234 wrote:Triple-post, but, uh. Strange things.

As far as I can tell, 17b.wlv isn't actually from a saved game - When I went to check the file again in XVI32, it appeared more or less the same as the rest of the levels in-game (no Shadows or Players or whatever).

Somehow, I guess I must've gotten 17b from one of the save-file folders, but... I'm certain I got it from the root folder. Whatever the cause, I managed to get it to actually load in the Editor properly, objects included (and giant turtles removed).

Image

That was an adventure. :roll: :P
The light going nuts was a mistake on my part, as were the shenanigans involving Cbloopy's converter being unhappy about the level (I think).

Posted: Fri Jul 18, 2014 5:39 pm
by Jutomi
Good news: The secret August level is actually beatable!

Bad news: It just barely is, and is probably the hardest and longest one-level adventure I've ever created. :lol:

Seriously, there are so many sections(and particularly one comes to mind) that are on the tedium of being possible. :lol:

Sorry for the tease, but there is a reason. :D

Return Home

Posted: Thu Aug 14, 2014 3:18 am
by Jutomi
Fanciful Bump~

I'd like to mention that I am indeed making more progress on JA:HOTSP!

One of the most major things I'm doing, as of these days,
is remaking several adventures that I didn't think fit.

These include: Quest for Magic, Hide and Seek, and I Need a Transport.

Another one of the things I'm doing is touching up levels so their difficulties are more equivilant.

These include: Scritter Path and Scurry Along

Finally, what I am doing is prettying up some levels, mainly older ones, like The Turtle Nest.

Once I am done, I'll get back to making new Beta adventures, as well as a special place for testers. :mrgreen:

Misplaced Pressure System

Posted: Mon Sep 08, 2014 5:32 pm
by Jutomi
Bad news...
I don't seem to have any backups for my buttons after they were all randomly deleted.
Is anybody willing to send me a buttons .zip file? :?

Posted: Tue Sep 09, 2014 2:00 am
by Wonderman109
Here, but I keep commands and real buttons separate.

Honor of the Replica

Posted: Tue Sep 09, 2014 4:06 am
by Jutomi
Thank you very much, Wonderman! :mrgreen:

Now all I have to do is add my super-adjustable diamond and rotate buttons.

Posted: Wed Nov 05, 2014 5:54 pm
by Pawelec
I've just made an interesting discovery, inspired by Jutomi's Transporting Treasures adventure. There's a WOP parameter which enables an object to push buttons, it's the Unknown Paramteter no. 29 in MNIK's PowerWOP. I believe it's the parameter changed with CMD 4's modifier no. 19, as it makes objects push buttons only when set to 1.

Misspelled Sequals

Posted: Sun Nov 30, 2014 7:39 pm
by Jutomi
I fixed the terms, in my latest adventures, from "Mini Trilogy" to "Basement Trilogy".

I get the two mixed up. :P

New Years Gift to the Community

Posted: Wed Dec 24, 2014 7:39 am
by Jutomi
So...

I have a feeling, as of typing this on the early morning of the 24th,
and having not finished neither the last adventure nor the wiring of the hub,
I freight that I will have to push beta release of JA:HOTSP until New Years eve;
hopefully I'll make that deadline. :roll:

I've been ratherly quite busy on MC, maintaining things,
plus I have Xmas to celebrate through other things,
in addition to having this deadline.
I also figured that since I'd like beta feedback,
it'd be less appropriate if it were an Xmas gift. :P

So, yes, that's approximately all that I wanted to type about such -
that, and this version has a lot...
I mean, a decent amount of custom "inventions". :shock:
well, they're there, in case you're interested. :P

Rejoice of the NOT gate

Posted: Fri Dec 26, 2014 6:38 pm
by Jutomi
Rejoice! :lol:

I finally made a NOT gate in Wonderland. :D

It has to do wtih a zipbot and a suction tube.

I might post it as a boxing day gift. :P