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Posted: Tue Jun 16, 2015 9:22 pm
by garirry
jdl wrote:When using command 7 to teleport in WA1, you had to use negative wlv numbers.. Maybe it has something to do with that?
I think that's more the result of changing the level format. I know that the WLVs themselves aren't negative in WA, but as far as I know, their name is negative when inputting it in the [snip] or using command 7 as you said. Not sure about arrows though. Unfortunately, I really can't explain much since I never hex-edited the files nor have I seen the source code.

Posted: Sun Aug 02, 2015 7:28 pm
by Caton
do stinkers have ears if not then how can they listen\hear.

Miniscule Hearing Pods

Posted: Sun Aug 02, 2015 11:42 pm
by Jutomi
Well, speaking as a fellow stinker of this community,
I was never entirely sure where my "ears" were located.

I've sometimes felt noise enter me from underneath my arms,
but every time I look in there, nothing seems to be there.

... That might be something we'll just have to ask either a doctor or Morklin about. :)

Posted: Mon Aug 03, 2015 2:33 am
by Caton
Relly how do stinker hear? do they even have ears?

Posted: Mon Aug 03, 2015 7:50 am
by Sammy_P
Stinkers hear through their design choices.

Posted: Mon Aug 10, 2015 7:56 pm
by Caton
why aren't the wa game assets protected like the classic wonderland assets?

Posted: Mon Aug 10, 2015 11:28 pm
by maxnick
Because in Wonderland Adventures Patrick had already hired Znoo Znee to make the lock puzzles and couldn't afford to have him protect the files as well.

Posted: Tue Aug 25, 2015 3:57 pm
by Caton
Why is there no poze demo yet?

Posted: Tue Aug 25, 2015 3:59 pm
by garirry
There's no need from a business standpoint: Anyone who enjoyed WA/MOFI will want to buy POTZ. Anyone who never played the games before will try the demo of the first game.

Also, it's POTZ not POZE.

Posted: Tue Aug 25, 2015 6:30 pm
by Edwin Chung
garirry wrote:There's no need from a business standpoint: Anyone who enjoyed WA/MOFI will want to buy POTZ. Anyone who never played the games before will try the demo of the first game.

Also, it's POTZ not POZE.
Yet, I would think that this will not be a large problem even when the demo of POTZ is launched.
I would recommend that the demo levels of POTZ can comprise those levels before travelling to Barren,people playing the demo would be more interested to know what is going on and decide to buy the game to find out the story by themselves.It may be more beneficial for people to play the demo than just letting people playing the previous games.:P
Also,the introduction of POTZ also reveals that there will be a free demo in the future,but it seems that Patrick has already forgotten about it.
http://midnightsynergy.com/adventures3/

Posted: Tue Aug 25, 2015 10:54 pm
by Wonderland King
I respectfully disagree - I think a good spot to end the demo would be on the red arrow after the first area in Wonderland, to give new users a greater sense of the variety and possibly even more suspense... but then again, maybe that would make it too big. :wink:

Posted: Tue Aug 25, 2015 11:18 pm
by Master Wonder Mage
Wonderland King wrote:I respectfully disagree - I think a good spot to end the demo would be on the red arrow after the first area in Wonderland, to give new users a greater sense of the variety and possibly even more suspense... but then again, maybe that would make it too big. :wink:
Based on the size of the other demos, the best ending would most likely be right when Z-bot prime attacks you, because cliffhanger. You certainly couldn't put it anywhere after Star Town is reached, because all areas become available at that point. To require entry to Wonderland first would disrupt the flow of the game, I believe.

Posted: Wed Aug 26, 2015 12:48 am
by Wonderland King
But in the demo I proposed, no rainbow keys would be accessible to the player, right? Few areas are available without rainbow keys, if I recall correctly.

Posted: Wed Aug 26, 2015 1:09 am
by garirry
Personally, I think that the best place to end the demo is in the end of Barren. Wysp explains everything you need to know, and will put you in a great spot for "I want to keep playing". Also, like in MOFI, there's two areas, one which is the intro area, while the other one is already one of the locations.

Posted: Wed Aug 26, 2015 2:30 am
by Master Wonder Mage
garirry wrote:Personally, I think that the best place to end the demo is in the end of Barren. Wysp explains everything you need to know, and will put you in a great spot for "I want to keep playing". Also, like in MOFI, there's two areas, one which is the intro area, while the other one is already one of the locations.
True, but the Planet of the Z-bots intro is significantly than that of WA1 or MoFI, and I would estimate around the same length as the demoes are. WA1's demo, for instance, had 9 adventures, and I'm pretty sure the Planet of the Z-bots has at least 10 adventures.

Posted: Thu Aug 27, 2015 8:21 pm
by Caton
I still didn't get this answer who sing the song of potz ending?
why isn't the name in the credits?
I really want to know.

Posted: Thu Aug 27, 2015 8:22 pm
by garirry
Caton wrote:I still didn't get this answer who sing the song of potz ending?
why isn't the name in the credits?
I really want to know.
Except... it is in the credits. Look more carefully, I don't really have the time to check the credits myself for now.

Posted: Thu Aug 27, 2015 11:39 pm
by billy bob
Caton wrote:I still didn't get this answer who sing the song of potz ending?
why isn't the name in the credits?
I really want to know.

Posted: Sat Aug 29, 2015 7:17 pm
by Caton
where is the void model?

Posted: Sat Aug 29, 2015 7:51 pm
by garirry
Caton wrote:where is the void model?
Are you kidding me? There's a folder named "void" in the models folder. :?

Posted: Sat Aug 29, 2015 10:50 pm
by Caton
I only see texture not 3d model.

Posted: Sat Aug 29, 2015 10:53 pm
by garirry
Caton wrote:I only see texture not 3d model.
Because it's a spike generated by B3D. You don't need a 3D model for this sort of thing.

Posted: Sat Aug 29, 2015 10:57 pm
by Caton
I'm trying to program the void in my game.

Posted: Tue Sep 01, 2015 12:03 am
by Caton
what is Data\Sound\thwart.sfk? what does it do? what is it for?

Posted: Sat Sep 05, 2015 7:17 am
by Caton
why don't boy stinkers wear shorts? and why don't girl stinkers skirts?

Reasons

Posted: Sat Sep 05, 2015 2:00 pm
by Jutomi
I'm still positive that we stinkers don't have genders.

... nor pants. :oops:

Re: Reasons

Posted: Sat Sep 05, 2015 4:13 pm
by garirry
Jutomi wrote:I'm still positive that we stinkers don't have genders
Yeah, my own theory is that stinkers reproduce asexually, they just duplicate themselves or whatever, which explains how they all look nearly identical with very minor differences.

Posted: Tue Sep 29, 2015 9:00 pm
by Caton
where the C++ games directx or opengl? if anybody knows.

Posted: Tue Sep 29, 2015 9:06 pm
by Qloof234
Please don't bump threads like this unless you have something significant to add (and no, asking if MS' C++ games are OpenGL or DirectX doesn't count).

Posted: Tue Sep 29, 2015 9:18 pm
by garirry
Caton wrote:where the C++ games directx or opengl? if anybody knows.
Will you stop with the massive amounts of pointless questions?