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Posted: Wed Mar 12, 2014 5:55 am
by Jutomi
All so, I am pretty sure command 51 works with all of the monsters in POTZ.
Now, some of them don't have id's, which means you can't activate or deactivate them, either, but what I do is I use Mynameiskooky's powerwopalpha to edit them, click the checkmark on id, and then it works for me.
Though, "movementtype" doesn't work on any thing, for me, it seems, except on scritters.
Even spikey balls did not work, when I tried ,_,
Posted: Wed Mar 12, 2014 5:57 pm
by MyNameIsKooky
MovementType has no effect on some objects.
As for the Power Wop error, the program is sort of unstable with WA3E right now. A new version is on its way, so stay tuned to the, uh, PCPuzzle channel.
Posted: Fri Mar 14, 2014 3:15 pm
by yarjor
Jutomi wrote:
Genius!
I actually have an idea for a very peculiar setting in the hub I will sloooowly work on. It's nothing like this, though.
Thanks!
Wonderman109 wrote:Reminds me of my failed attempt to start a new series with "A Day At The Zoo." This looks better though, so I hope you can finish it. Smile
This is not a zoo, not even close actually

It's something way weirder and also different from the very nature of the Wonderland series. But I'm just gonna leave these two pictures and hint here
Hint wrote:This hub is going to elaborate on a scraped idea for a weird little WA feature
Speaking of the pictures, how do I stop the text colors from being scrambled? I painted the text with rainbow colors and when I tested in the player it looked like this. It also looks this way when I open it in the editor now.
Posted: Fri Mar 14, 2014 5:04 pm
by Wonderman109
LOL legal restrictions
And, coming from the tennis Llarson, Jutomi, and I are starting, here's the eerie dialog the adventure starts with.
Posted: Fri Mar 14, 2014 5:07 pm
by Jutomi
Looks gorgeous!

Posted: Sat Mar 15, 2014 1:04 am
by jdl
Release is getting very close. I'd say within 1-2 weeks it should be out.
Anyway, this is the last picture I will be posting because I don't want to spoil anything else.

Posted: Sun Mar 16, 2014 4:08 pm
by |Cookie|
I had this idea for a jungle level, were you had to do stuff quickly before the night comes, or then you'll be forced to play in the darkness.
And because I am using the jungle texture, I will try to improve my way of decorating levels while I am making this.
And this is how it looked like:

IMO, I think that there are too many plants..
Also, I did make the plants and trees "Less" in the important areas, so the player won't get distracted, well.. Kinda..

Posted: Sun Mar 16, 2014 4:53 pm
by Jutomi
Well, I'd say that there are a
lot of plants, but...
at the same time, it helps give the sense that you're in an extraordinarily deep jungle - which is scary, but neat, at pretty much the same time.
All so, if you can actually manage to make this day/night cycle in this game, I'll honestly be impressed with the whole thing.

Posted: Sun Mar 16, 2014 6:57 pm
by yarjor
Jutomi wrote:All so, if you can actually manage to make this day/night cycle in this game, I'll honestly be impressed with the whole thing.

I'm not experienced with the editor really but I think it may be done by having a turtle go a realllyyy long way until he reaches a general command that darkens the level.
However I'm not if turtels can activate general commands, and this may also require tedious work in testing the accurate distance the turtle needs to go...
Posted: Sun Mar 16, 2014 7:42 pm
by Jutomi
Oh, they can!
This is how I made my elevator level, actually; except, I used spikey balls.
They make a lot of noise, though, so I put them very, very far away.
The reason for this is that I wanted to slow them down.

Posted: Sun Mar 16, 2014 8:32 pm
by Wonderman109
BTW Jutomi, a little off-topic but just saying, you could've used CMD 10 to make the Zap-Bot 'whoom' sounds for the elevator. Having it shout "ELIMINATE!" every minute is almost half as annoying as spikeyballs bouncing all over the place.
Posted: Sun Mar 16, 2014 8:42 pm
by Jutomi
Actually, I just threw that in for no reason.
Like, it's useless.
I initially wanted it to blow up, to a spring trap, but...
well, that didn't exactly work.

Posted: Mon Mar 17, 2014 12:51 am
by Wonderman109
Progress on the tennis, (short-form is now IWABMO for I Was A Barrel Murderer Once.)
Just a barrel puzzle...nothing special.
That can be seen from this close up, that is.
Posted: Mon Mar 17, 2014 1:00 am
by llarson
Love the name.
Posted: Mon Mar 17, 2014 1:24 am
by Jutomi
Oh... me too...
I can only imagine how this will turn out!
Posted: Mon Mar 17, 2014 3:55 am
by Fluffshery
Well, IWABMO looks interesting.
Slowly making progress on my adventure.
Posted: Mon Mar 17, 2014 11:58 am
by yarjor
Hub is progressing step by step, working mostly on dialogues today and on the text prologue.
Still don't want to expose its contents because I don't want to give up on it and disappoint everyone. When I do expose it I will probably make a seperate update thread for it.
Current Progress:
Hub rooms - 3 (and a useless little room I made to ease the navigation while testing, although I had a devious little use for this room

)
Dialogues - 11 (4 of which are only for testing purposes and will not appear in the hub)
Adventures - none currently

Posted: Mon Mar 17, 2014 4:47 pm
by dig 222
DOOM

Posted: Mon Mar 17, 2014 5:58 pm
by |Cookie|
While working on my level, I ended up with adding a storyline to it, and now it'll be bigger than the original plan.
Anyway, here are some pictures of it:

Posted: Mon Mar 17, 2014 6:27 pm
by Jutomi
This looks absolutely beautiful!
It's certainly more-so than what's in my hub; which, thinking of which, here are some pictures from the newer version.

Posted: Mon Mar 17, 2014 11:22 pm
by Wonderman109

[/quote]
Very impressive work on this image!
BTW IWABMO is now exactly half-done. That is, exactly 3.5/7 rooms.

Posted: Mon Mar 17, 2014 11:28 pm
by Master Wonder Mage
Just a quick progress update on TMD18, it now has rooms 1-4 and 6-7 complete. In other words, all that's left is the final battle and the ending scenes.
Posted: Tue Mar 18, 2014 3:08 am
by Wonderman109
Good news! IWABMO Part 1 is done and through the construction stage. If I can test, debug, and edit it all by this time tomorrow, it will be released!

Posted: Tue Mar 18, 2014 3:48 am
by Jutomi
I am so excited!
I can only imagine what will happen.

Posted: Tue Mar 18, 2014 4:12 am
by llarson
Can't wait to see what I signed up for, but knowing you guys this tennis is going to be a blasty blast

Posted: Wed Mar 19, 2014 1:44 am
by Wonderman109
Running a final test before release...
Posted: Thu Mar 20, 2014 11:21 pm
by Jutomi
Well, I decided to limit myself to about two pictures per world.
So, here's my second picture of the swamp.
All so... what do you think of this..?
Posted: Fri Mar 21, 2014 9:31 am
by Muzozavr
Is it possible to make the floors near the swamp jagged? It would make things look more natural. Otherwise, your scenery looks great.
Posted: Fri Mar 21, 2014 2:18 pm
by Pawelec
Muzozavr wrote:Is it possible to make the floors near the swamp jagged? It would make things look more natural. Otherwise, your scenery looks great.
Um, that's an Editor screenshot - no jagging visible there...
Posted: Fri Mar 21, 2014 3:08 pm
by yot yot5
Muzozavr wrote:Is it possible to make the floors near the swamp jagged? It would make things look more natural. Otherwise, your scenery looks great.
It's an editor screenshot. You can tell by the giant white thing coming down from the sky.
