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Posted: Thu Nov 14, 2013 3:41 pm
by Pawelec
LexieTheFox wrote:The ability to place multiple objects on a single tile.
Well, in one of PotZ adventures there are gems placed over collapsing bridges...

Posted: Thu Nov 14, 2013 11:44 pm
by LexieTheFox
Pawelec wrote:
LexieTheFox wrote:The ability to place multiple objects on a single tile.
Well, in one of PotZ adventures there are gems placed over collapsing bridges...
:shock:
Perhaps my wish has already been fulfilled..

Posted: Sat Nov 16, 2013 8:02 am
by Blazeknight
I'd like it if the editor 'd have multi-height terrains. For example if we take Foggy mountains, we can have the cave entrance below and the icecap snowing area above in the same wlv with both heights accessible

Posted: Sat Nov 16, 2013 9:02 am
by Krishiv738
Blazeknight wrote:I'd like it if the editor 'd have multi-height terrains. For example if we take Foggy mountains, we can have the cave entrance below and the icecap snowing area above in the same wlv with both heights accessible
What do you mean?Do you mean xtrude?

Posted: Sat Nov 16, 2013 9:03 am
by LexieTheFox
Krishiv738 wrote:
Blazeknight wrote:I'd like it if the editor 'd have multi-height terrains. For example if we take Foggy mountains, we can have the cave entrance below and the icecap snowing area above in the same wlv with both heights accessible
What do you mean?Do you mean xtrude?
No. As in, you know stairs?
Let's say I created lowering floor tiles.
If I gave them the floor logic, I'd like them (Or something like it!) to stay the way they are, but instead of going INSIDE of them, my stinker would go ON TOP of them. So say, I want to walk on top of a wall, I just walk onto it's tile, and there I am. On top of the wall, which is what I believe they mean.

Posted: Sat Nov 16, 2013 9:06 am
by Krishiv738
Didn't read the word accessible.

Posted: Sat Nov 16, 2013 12:38 pm
by Blazeknight
LexieTheFox wrote:
Krishiv738 wrote:
Blazeknight wrote:I'd like it if the editor 'd have multi-height terrains. For example if we take Foggy mountains, we can have the cave entrance below and the icecap snowing area above in the same wlv with both heights accessible
What do you mean?Do you mean xtrude?
No. As in, you know stairs?
Let's say I created lowering floor tiles.
If I gave them the floor logic, I'd like them (Or something like it!) to stay the way they are, but instead of going INSIDE of them, my stinker would go ON TOP of them. So say, I want to walk on top of a wall, I just walk onto it's tile, and there I am. On top of the wall, which is what I believe they mean.
Yup exactly

Posted: Sun Nov 17, 2013 4:23 pm
by Jutomi
Does any body know if the WA:POTZ editor will be the same editor as the WA editor, or if it'll be some thing else?
And... if it is something else, would it be possible to move my adventures there?

I'd love to add POW to my adventures, so...
if so, I might not be able to really make progress on my adventure until the WA3 comes out.

I can not figure out the .wops thing. :lol:

Posted: Sun Nov 17, 2013 5:01 pm
by StinkerSquad01
I would think you could move your adventures, or convert them or something.

I've got the magic wops right here. Go to WA Editor v096 > Data > Editor > ObjectPresets > Magic, and put them in there. :)

Posted: Sun Nov 17, 2013 7:35 pm
by Jutomi
Wealp, I did that... :|
I put the file in there, and... well, it doesn't seem to appear in my editor, and when I try to unzip it, it tells me there's nothing inside of it.
In addition, it tells me "Before you an extract files from this folder, you must copy files to this compressed(zipped) folder.

Perhaps I missed some thing or an other three, but... wealp, again, I am bad at this stuff. :lol:

Posted: Sun Nov 17, 2013 8:14 pm
by LexieTheFox
Jutomi wrote:Wealp, I did that... :|
I put the file in there, and... well, it doesn't seem to appear in my editor, and when I try to unzip it, it tells me there's nothing inside of it.
In addition, it tells me "Before you an extract files from this folder, you must copy files to this compressed(zipped) folder.

Perhaps I missed some thing or an other three, but... wealp, again, I am bad at this stuff. :lol:
I don't know exactly what's wrong with the situation, but it sounds like the folder is being extracted, ethier without the magic files, or they extracted and are just in a folder inside magic.
Here, take my object presets. Extract it anywhere, and replace yours with it.
Mine has 10X more objects then the default object presets. So it should prove extremely useful!
Edit: Whoops! I put music instead of magic, thanks for the pointout, SS01!

Posted: Sun Nov 17, 2013 8:31 pm
by StinkerSquad01
You don't put the .zip file in there, silly! Get WinRar and open the .zip file, and drag the .wop files into the Magic folder of your ObjectPresets.

@Lexie: Surely you mean Magic and not Music? :P

Posted: Sun Nov 17, 2013 8:44 pm
by dig 222
Has no one noticed that the grey floor texture from the arcade levels isn't in the editor? :? That could be added.

Custom texture support for stinkers would be awesome too. :D

Posted: Sun Nov 17, 2013 9:12 pm
by Jutomi
I don't even know as to whether or not I even have WinRAR, but I'll probably figure something out!

Now attempting to figure stuff out, please hold...

Well, well, well... what do I know?
Apparently not much, I still have no clue as to how I did it.
My brother, MiToJu(two years younger than me), fortunately understands winrar and all of this other stuff.
Admittedly, he's the one who has his computers' memories erased and enough adware to stop a bulldozer, but he still helps out a whole lot!

Any how, I randomly tested a bunch of stuff, and I finally managed to gain access to floingpowpopgrowbrrflashablinkinas. Whew :shock:

I can hardly wait to do this with other stuff. Yay! :roll:

Posted: Sun Nov 17, 2013 9:57 pm
by StinkerSquad01
Welcome to the wonderful world of custom .wops!

Posted: Tue Nov 19, 2013 2:08 am
by Jutomi
Uh-oh, new problem... :|
I am not sure if this is supposed to be so, Lexie, but the moobots and the crabs and the z-bots and stuff...
They're showing me weird variations of scritters that I can walk through.
Eheh... wow.

So... is that supposed to happen, or did I do some thing wrong? :lol:

Posted: Tue Nov 19, 2013 2:13 am
by LexieTheFox
Jutomi wrote:Uh-oh, new problem... :|
I am not sure if this is supposed to be so, Lexie, but the moobots and the crabs and the z-bots and stuff...
They're showing me weird variations of scritters that I can walk through.
Eheh... wow.

So... is that supposed to happen, or did I do some thing wrong? :lol:
Oh, no. The PoTZ and some of the MOFI Objects are intended for use with a converter (Or hex editing). And can only be used in MOFI or PoTZ (PoTZ only if you use a PoTZ object) I sugguest the editor tools from jafo if you can get a hold of it. (Especially if you want to make potz or mofi levels)

Posted: Tue Nov 19, 2013 2:33 pm
by Blazeknight
I'd like the POTZ editor to have both the floing and homing missile versions of red magic and both the temp and perma brr powers

Posted: Wed Nov 20, 2013 5:56 pm
by dig 222
Here's what I would REALLY love to be added to the POTZ editor.

CUSTOM SAVE NAMES IN HUBS AND ADVENTURES!

I mean, MOFI and POTZ has them.
Anyone else think so too?

Posted: Fri Nov 29, 2013 4:29 am
by Blazeknight
It'd be nice to have white magic as the magic that came in a beta version video of wa1 during its creation period

Posted: Fri Nov 29, 2013 5:49 am
by Master Wonder Mage
Blazeknight wrote:It'd be nice to have white magic as the magic that came in a beta version video of wa1 during its creation period
That would work not very well.

And we need a good looking magic neutralizer.

Posted: Fri Nov 29, 2013 5:57 am
by LexieTheFox
I stand by my ideas, specifically the most shocking one of all was that no one agreed with my idea of being able to traverse to higher or lower tiles in the same level.
Water Chompers do it, why can't we?

Posted: Fri Nov 29, 2013 6:10 am
by Jutomi
I agree, I just didn't say any thing. :lol:

I am honestly not too sure why I didn't, but oh well.
Actually, I believe that when I first tested the WA editor a year or so ago, I wanted to be able to do that. Instead, I walked strait through the ground!
Well, my plan had obviously failed at that.

Mmm... as for the movey magic, I kind of like it as is as null, and flash all ready moves objects. So, basicly, I kind of disagree with it replacing null.

Though... if one could make hacked magics in an extremely difficult fashion that would bring custom magics in(like non-rainbowey magics), I could certainly see that being a good potential magic in its own right!
(Don't look at me, I had trouble figuring out the WA Editor download when I first got it. :lol:)

Posted: Fri Nov 29, 2013 6:28 am
by Qloof234
Blazeknight wrote:It'd be nice to have white magic as the magic that came in a beta version video of wa1 during its creation period
We already pretty much have that in the form of Flash.

Also, re: Water Chompers - They don't actually change the "level" they're on. They cross tiles with the water logic while being moved about 1 tile downwards. Not the same as actually switching "layers".

Posted: Fri Nov 29, 2013 6:33 am
by LexieTheFox
Qloof234 wrote:
Blazeknight wrote:It'd be nice to have white magic as the magic that came in a beta version video of wa1 during its creation period
We already pretty much have that in the form of Flash.

Also, re: Water Chompers - They don't actually change the "level" they're on. They cross tiles with the water logic while being moved about 1 tile downwards. Not the same as actually switching "layers".
Well actually. That's sort of what I mean. I just forgot the term "tile" is all.
If Water Chompers can move any tile upwards or downwards, the player should be able to as well.
...and just about every other "intelligent" entity. (NPCs, chompers, scritters, spikey balls, wysps, kaboom!s, ZBot Masterclass NPCs.etc)

Posted: Fri Nov 29, 2013 6:56 am
by MyNameIsKooky
LexieTheFox wrote:I stand by my ideas, specifically the most shocking one of all was that no one agreed with my idea of being able to traverse to higher or lower tiles in the same level.
Water Chompers do it, why can't we?
It's a good idea, but it's just far too late to implement such a game-changing mechanic, especially considering how much testing would have to go into it. Not to mention it would require a rewrite of pretty much the entire WA engine.

Posted: Fri Nov 29, 2013 7:00 am
by Krishiv738
Water chompers:when they are in water tile,they change their Zadjust and stop the animation of mouth.

Posted: Fri Nov 29, 2013 7:41 am
by Qloof234
I do like the idea of having multiple "floors" in a single level, don't get me wrong. What I mean is that even though it looks like it, Water Chompers don't actually "switch floors".

... Although now that I think about it, you're using the visuals of Water Chompers as an example, aren't you? :P

Posted: Fri Nov 29, 2013 7:42 am
by LexieTheFox
Qloof234 wrote:I do like the idea of having multiple "floors" in a single level, don't get me wrong. What I mean is that even though it looks like it, Water Chompers don't actually "switch floors".

... Although now that I think about it, you're using the visuals of Water Chompers as an example, aren't you? :P
Yes, indeed I am! :wink:

Posted: Fri Nov 29, 2013 4:58 pm
by Jutomi
You could all ways have some sort of thing that just does the visual adjust for the players to go up and down. :lol:
Though even something like adding a Z-adjust command probably would take time...
right?
Besides, if you do that, you can't really have a floor-wall-floor-wall-floor thing going 'round.