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Posted: Sat Feb 08, 2014 12:02 am
by Wonderland King
Do we actually get to play "The Quest For The Lost Macguffin"? :lol:

(But really, sorry to repeat my question, but I've already began planning puzzles with MOFI/POTZ elements for a hub idea, and I have some ideas with glitches such as the fast recovery glitch, the glitch that kills a moving monster if you put grow on it, etc. I'm not going to use glitches that require save/load slots, like the turtle glitch, but still, can I use the other glitchesfor a hub to be considered for the MS website? I'd explain it in the tutorials. But for now, until I know, I'll have to wait before I keep planning puzzles. :cry: )

Posted: Sat Feb 08, 2014 1:57 am
by Wonderman109
Midnight Synergy wrote:
That's from ages ago, custom models was always the plan at the beginning. I haven't programmed it yet, so no promises, but if things go well otherwise I should have enough time to put that in.
Oh yay!

Posted: Sat Feb 08, 2014 9:43 am
by Pawelec
Midnight Synergy wrote:That's from ages ago, custom models was always the plan at the beginning. I haven't programmed it yet, so no promises, but if things go well otherwise I should have enough time to put that in.
OH MY! If custom models are going to be seen in the Editor then I can wait a bit longer for the release! :D

*runs AC3D with tons of ideas*

Posted: Sat Feb 08, 2014 11:00 am
by dig 222
Will we be able to add transparency to the hub pictures?
So we can make circular logos n' stuff lol

Posted: Sun Feb 09, 2014 6:23 am
by Krishiv738
Well,we can now add descriptions to adventures and hubs.

Re: WA POTZ Editor Update

Posted: Mon Feb 10, 2014 11:18 am
by Blazeknight
Midnight Synergy wrote:Further down the road I'd love to consider making collections of the best "games" and making them available as stand-alone downloads on the main midnightsynergy website. My thoughts on this are
a) most casual users don't want to mess around with the editor, but may be interested in playing some of the best custom adventures.
b) these would be available for sale (at a low price) to generate a (small) revenue stream to support the editor and the site.
c) authors/creators of these worlds would receive payment for their work.
Well, in that case, I can say 80% of them will make hubs only for earning money and thus, it may lead to a series of vicious cycles like jealousy (why a certain hub has been chosen), more stress on those who choose it and more thereby ruining the whole point of wonderland. This may be one of the probable outcomes, I'm not saying that this will happen or something.

My suggestion is to avoid this idea but once again, it's up to MS to decide

Posted: Mon Feb 10, 2014 1:16 pm
by StinkerSquad01
I, uh, doubt that will happen. :?

Posted: Mon Feb 10, 2014 4:36 pm
by Jutomi
StinkerSquad01 wrote:I, uh, doubt that will happen. :?
I don't think so, either.
Unless, of course, some young Hollywood producer starts playing this game and hiring mercenaries to summon puzzles for him so he can post them for a lot of money, any ways.

You never know for sure!

Though, something tells me that producers usually don't play puzzle/action levels, so I think we're safe. :mrgreen:

Posted: Mon Feb 10, 2014 9:55 pm
by tyteen4a03
To facilitate hub sharing, XenForo's Resource Manager may be of great use. There is adventure/level categorization, somewhat-built-in monetization and extended management features like versioning, and the ability to "feature" hubs on the main resources page. Given that we are on obsolete software right now (and that I have an extra license hanging around), it may be the perfect time to switch.

Re: Hub monetization: Nobody is going to buy crappy hubs. 'nuff said. If people decide to sell their hubs, naturally the mods nor MS would be responsible for third-party purchases.

Re featuring hubs: There can be two categories: Editors' pick and community spotlight. The former would be chosen by the editors (i.e Patrick) and community spotlight can be partly or entirely chosen by the community. A nomination-vote system works.

Posted: Mon Feb 10, 2014 10:30 pm
by Jutomi
Sounds complicated.

Posted: Mon Feb 10, 2014 10:37 pm
by Muzozavr
All this information makes me want to actually LEARN the WA editor. I do have a few puzzle ideas for WA but I really can't wrap my head around the user interface. :( I wish there was a simpler "RTW mode" which would allow you to just place pre-existing objects on a 2D grid without tinkering around too much.

Posted: Mon Feb 10, 2014 11:19 pm
by Jutomi
I actually thought that when I first actually used the editor maybe a year ago.
Since I've started up, though, I've managed to get a grasp on it.

How I do this is not touching any thing unless I learn about it on the forums. :mrgreen:

Posted: Tue Feb 11, 2014 10:02 am
by yot yot5
Muzozavr wrote:All this information makes me want to actually LEARN the WA editor. I do have a few puzzle ideas for WA but I really can't wrap my head around the user interface. :( I wish there was a simpler "RTW mode" which would allow you to just place pre-existing objects on a 2D grid without tinkering around too much.
If you want to learn about the WA editor, I recommend THIS topic. That was how I learned how to use it, at least.

Posted: Wed Feb 26, 2014 4:20 pm
by Midnight Synergy
Getting closer...


And a little screenshot to compensate for a few extra days of waiting. :)

Posted: Wed Feb 26, 2014 5:08 pm
by jdl
WOO we have custom models now! This is really awesome, thank you Patrick! :mrgreen:

It looks like we can do animations with them too. :o

Posted: Wed Feb 26, 2014 5:14 pm
by |Cookie|
Very nice!
I am really happy that we can have custom models now! I am pretty sure they'll be used.. A lot!
:D

Posted: Wed Feb 26, 2014 5:25 pm
by samuelthx
YES.
The release date.
It's coming :D
Oh and the custom models function has finally been implemented! Looks like the modellers (popo and Liz Mayhew and others) have some work to do now! :lol:
Can't wait for this! I'll start trying my hand at making adventures once this comes out.

Posted: Wed Feb 26, 2014 5:51 pm
by Sammy_P
GOOD

Posted: Wed Feb 26, 2014 5:53 pm
by Jutomi
I can only imagine some of the things that could be done with this...

thank you so much! :mrgreen:

Posted: Wed Feb 26, 2014 6:08 pm
by yot yot5
Wow. This looks incredible! :D :D :D

Posted: Thu Feb 27, 2014 4:18 am
by Krishiv738
Custom models which can move!.Also textures in the editor.

Posted: Thu Feb 27, 2014 6:05 am
by Qloof234
Krishiv738 wrote:Custom models which can move!.
I really doubt we'll get that - Animating models is more involved than making them. To be perfectly honest, I have my doubts about how much custom models are going to be used in general; animated ones would be even rarer.

I'm not saying custom models aren't worth adding, but I doubt we'll see custom animated ones.
Krishiv738 wrote:Also textures in the editor.
what

Posted: Thu Feb 27, 2014 8:07 am
by dig 222
Qloof234 wrote:
Krishiv738 wrote:Custom models which can move!.
I really doubt we'll get that - Animating models is more involved than making them. To be perfectly honest, I have my doubts about how much custom models are going to be used in general; animated ones would be even rarer.

I'm not saying custom models aren't worth adding, but I doubt we'll see custom animated ones.
Krishiv738 wrote:Also textures in the editor.
what
I think he was talking about how you could see the custom object textures in the editor.

Posted: Thu Feb 27, 2014 10:01 am
by Qloof234
That'd be my guess, but bear in mind that's not an official feature by any means. It's an unintended side effect of how the engine loads textures, and the Editor wasn't designed with that in mind. It'd certainly be neat to see it, but unless it's added as an "official" feature or the Editor's texture loading is reworked (unlikely), it's almost certainly not happening.

Posted: Thu Feb 27, 2014 2:57 pm
by Blazeknight
It's awesome! I'm getting ready for this... :P :P :P

Posted: Thu Feb 27, 2014 3:06 pm
by Jutomi
I was guessing it had to do with the pink and yellow infinity doodle.

Posted: Sun Mar 02, 2014 1:14 am
by Wonderman109
Qloof234 wrote:That'd be my guess, but bear in mind that's not an official feature by any means. It's an unintended side effect of how the engine loads textures, and the Editor wasn't designed with that in mind. It'd certainly be neat to see it, but unless it's added as an "official" feature or the Editor's texture loading is reworked (unlikely), it's almost certainly not happening.
I think MS has noticed enough use of custom textures on objects to implement that as an official feature for everyone's convenience.

Posted: Sun Mar 02, 2014 10:09 am
by Pawelec
Wonderman109 wrote:
Qloof234 wrote:That'd be my guess, but bear in mind that's not an official feature by any means. It's an unintended side effect of how the engine loads textures, and the Editor wasn't designed with that in mind. It'd certainly be neat to see it, but unless it's added as an "official" feature or the Editor's texture loading is reworked (unlikely), it's almost certainly not happening.
I think MS has noticed enough use of custom textures on objects to implement that as an official feature for everyone's convenience.
...what seems quite likely as I PMed him about that feature and he didn't say no :wink:

Posted: Sun Mar 02, 2014 1:16 pm
by Midnight Synergy
Remind me, but how do you guys do customtextures for objects - don't you just replace the actual file in the Data directory?

Posted: Sun Mar 02, 2014 1:27 pm
by Qloof234
What it was is an edit of the editor's .WOP files to include the "TextureName" variable. From there, we'd often have a folder in the editor's root directory (often called custom) with the custom textures inside of it.