Page 11 of 14

Posted: Thu Dec 26, 2013 5:50 am
by Blazeknight
Happy 11th page!!!

More screenshots... like I told you, there are tons of places in this game

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Posted: Sun Dec 29, 2013 1:16 am
by tb
they are nice

Posted: Sun Dec 29, 2013 3:04 am
by Blazeknight
A little 2 or 3 help questions. Please give a DETAILED explanation

1. How does the WA1 token arcade machine work with adv stars?
2. How to make the beach sounds?
3. Why aren't maps working in POTZ?
4. Can I get a Grynkler.wop?

Posted: Sun Dec 29, 2013 3:19 am
by StinkerSquad01
Beach sounds are technically a music track, so that should clear things up.

Posted: Sun Dec 29, 2013 3:30 am
by Blazeknight
StinkerSquad01 wrote:Beach sounds are technically a music track, so that should clear things up.
Can you please give me that?

Posted: Sun Dec 29, 2013 5:25 am
by MyNameIsKooky
Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
Blazeknight wrote:3. Why aren't maps working in POTZ?
The feature was probably removed.
Blazeknight wrote:4. Can I get a Grynkler.wop?
The coding for stinkers was updated for POTZ, and as of now, there's no POTZ Stinker wop available. For now, you'll probably just have to wait for the WA3 Editor.

Posted: Sun Dec 29, 2013 6:03 am
by Qloof234
I thought I'd made a post about maps somewhere outside of the HR thread, but apparently not...

Anyways, PoTZ never actually loads the map graphics into memory (they aren't even included with PoTZ by default). When you use the map item, the game loads the graphics that are in memory - Since PoTZ never even loads them, the game crashes.

Posted: Sun Dec 29, 2013 6:18 am
by Blazeknight
MyNameIsKooky wrote:
Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
So, the 12th byte from the left of the title should have a FF and the next 3 to the right should also have FF? (12,11,10,9th bytes)

Posted: Sun Dec 29, 2013 6:27 pm
by StinkerSquad01
Blazeknight wrote:
StinkerSquad01 wrote:Beach sounds are technically a music track, so that should clear things up.
Can you please give me that?
I'm pretty sure it's in the POTZ music I posted.

Posted: Sun Dec 29, 2013 8:18 pm
by MyNameIsKooky
Blazeknight wrote:
MyNameIsKooky wrote:
Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
So, the 12th byte from the left of the title should have a FF and the next 3 to the right should also have FF? (12,11,10,9th bytes)
Yep!
StinkerSquad01 wrote:
Blazeknight wrote:
StinkerSquad01 wrote:Beach sounds are technically a music track, so that should clear things up.
Can you please give me that?
I'm pretty sure it's in the POTZ music I posted.
The beach sounds are randomly generated and do not have their own music file.

Posted: Sun Dec 29, 2013 9:38 pm
by StinkerSquad01
Oh right, I was thinking of the cave noises.

Posted: Sun Dec 29, 2013 9:56 pm
by dig 222
@Blazeknight
I can give you THIS, probably won't help but... bleh

Posted: Sun Dec 29, 2013 10:40 pm
by Pawelec
MyNameIsKooky wrote:
Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
Or easier way: set the music to -1 with WA Editor Tools :wink:

Posted: Mon Dec 30, 2013 12:16 am
by Blazeknight
Pawelec wrote:
MyNameIsKooky wrote:
Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
Or easier way: set the music to -1 with WA Editor Tools :wink:
I'm sorry but I don't see a -1 in the music menu of the tools. It consists of only 0 to 12

Posted: Mon Dec 30, 2013 1:10 am
by StinkerSquad01
You can edit a certain .txt file (don't remember the name of it) to add/change the music list.

Posted: Mon Dec 30, 2013 2:19 am
by Blazeknight
Thanks, it worked :D

Posted: Mon Dec 30, 2013 7:19 am
by Blazeknight
TRAILER IS READY!!! :D :D :D
FIRST PAGE

Posted: Mon Dec 30, 2013 8:49 am
by MyNameIsKooky
Looks like great fun! Can't wait! :D

Posted: Mon Dec 30, 2013 10:16 am
by Blazeknight
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PROGRESS (including testing & debugging): 90%
Adventures: 130/150
Hub Rooms: 67/75
Dialogues: 78/80
Segments: 8/9

Posted: Mon Dec 30, 2013 2:41 pm
by tb
trailer is really nice & great. i miss visual effects and getting out for the fireflower was funny :lol:

Posted: Tue Dec 31, 2013 9:42 am
by Blazeknight
Can someone please add me Texturenames to potzz wops?

Posted: Tue Dec 31, 2013 7:09 pm
by Wonderland King
The trailer looks AMAZING. Can't wait to play it! :D :D :D

Posted: Wed Jan 01, 2014 8:15 am
by Krishiv738
Blazeknight wrote:Can someone please add me Texturenames to potzz wops?
I added texture names to zap-bots only.You could use power wop

Posted: Wed Jan 01, 2014 8:52 am
by Blazeknight
Krishiv738 wrote:
Blazeknight wrote:Can someone please add me Texturenames to potzz wops?
I added texture names to zap-bots only.You could use power wop
But if you do it, it becomes a regular wop and the convertor reports "an unexpected error"

Posted: Wed Jan 01, 2014 10:50 am
by Krishiv738
Okay here's my tiny mini help.

1.download a hex editor.(use XVI32,it's free)

2.open wop file in hex editor

3.scroll down and you should see ....Data0....Data2 and so on

4.In hex-side,at the bottom(after lines are over)type 0b-00-00-00 (0b is the number of alphabets(including exclamation mark) in the parameter

5.In text-side,you will see 4 dots,Write !TextureName there

Posted: Wed Jan 01, 2014 1:56 pm
by Blazeknight
It worked... thank you but there's one more thing... after you write texture name, you need to add a 02 in the end of the string

By the way... I've completed 99.99% of the creation process. What's left to do is the last adventure in Rainbow's End where you combine the powers of all the shards together to powerup the rainbow crystal which restores harmony in nature.

Here are the last screenshots of the area AMETHYST ABYSS and CREEPY CASTLE where you get the last shard i.e. TOXIC SHARD...

Amethyst Abyss - Fully thwart ambushed
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CREEPY CASTLE - The Penultimate Frontier
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THE TOUGHEST ADVENTURE - Really challenging one!
It took me 5 hours to make this one called "Hallway of magic" where all 7 magics are available and you must co-ordinate the use of magics together to win. Trust me, it's really a hard puzzle and playing it is not easy

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The creation becomes over by then... Only one more segment left to test... I'll complete it completely by Jan 5th and release it on Jan 13th as scheduled :D :D :D

Please reply and wish me luck, my friends! :D

Posted: Wed Jan 01, 2014 2:00 pm
by Krishiv738
Blazeknight wrote:It worked... thank you but there's one more thing... after you write texture name, you need to add a 02 in the end of the string
Wait,what 02,are you adding that parameter at the end or starting of the parameter values?02 is for ID parameter,so ID came after the TextureName,right.

Posted: Wed Jan 01, 2014 2:11 pm
by Blazeknight
Krishiv738 wrote:
Blazeknight wrote:It worked... thank you but there's one more thing... after you write texture name, you need to add a 02 in the end of the string
Wait,what 02,are you adding that parameter at the end or starting of the parameter values?02 is for ID parameter,so ID came after the TextureName,right.
Actually its like this:

1. Open the wop in hex editor
2. Add 0B 00 00 00 to the end
3. Write !TextureName as text after step 2
4. Now add a 02 as hex after step 3
5. It works in the editor.exe
6. It works in the player too

Posted: Thu Jan 02, 2014 8:34 am
by Blazeknight
I've got a problem.. shard teleportation MAV's if I use it eventhough I've placed arrows in the teleport co-ordinates of the other levels

Posted: Thu Jan 02, 2014 8:58 am
by Krishiv738
Blazeknight wrote:I've got a problem.. shard teleportation MAV's if I use it eventhough I've placed arrows in the teleport co-ordinates of the other levels
Because POTZ doesn't support shard teleportation,POTZ is made up of MoFI wg.exe.And MoFI wg.exe is not made of wa's Wg.exe