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WA Editor Ideas

Posted: Fri Feb 01, 2008 7:28 am
by mqdar
Could there be a topic where everyone could share their own WA Editor ideas?
My ideas are:

1. All objects have another parameter of what object layer they are (there is layer 0 and layer 1 (
the 'flip' bug would be fixed because it goes strange with two of the same object))

2. In the tile section, something saying how the top and tiles are fliped i.e if it says "top" it means the tile
hasn't been flipped. "Right", "Down", and "Left" say the direction that the tile is flipped in, and "Mirrored"
added means that the tile has been mirrored.

3. An object "Ice Wall Reflecter" which is a reflector.

4. It would be nice to have boxes that you can push, because the WA Editor supports keyboard control.

Posted: Sun Feb 03, 2008 6:38 pm
by dlcs18
It would be cool if the Rainbow Shards in the Object Tweaker could have some options to go to a location when you play the shard 3 times and do the combination like in the actual game.

CombiLevel: (The area in your adventure it would go to)
CombiX: (The X position of where you would end up)
CombiY: (The Y position of where you would end up)

Posted: Sun Feb 03, 2008 7:18 pm
by maxnick
Costom gates, buttons and keys :D

Posted: Mon Feb 04, 2008 8:06 am
by mqdar
maxnick wrote:Costom gates, buttons and keys :D
What do you mean?

How about a secondary winning condition?
For example:
Winning Condition: Destroy All Fireflowers
Winning Condition #2: Save #10 (click and right-click to change number) Cuboids

Posted: Mon Feb 04, 2008 1:18 pm
by maxnick
mqdar wrote:
maxnick wrote:Costom gates, buttons and keys :D
What do you mean?
New colors and textures that you could create.

Posted: Mon Feb 04, 2008 2:43 pm
by wondertown
Destroy item check
If you destroy ID# in this Dat1# number Dat2# will activate

Stuff

Posted: Mon Feb 04, 2008 9:45 pm
by 2yu556
every old feature from the wonderland series includeing my playable characters trampolines boulders bridges

oh yeah and a super adventure
description: a super adventure is basicly like wonderland adventures where you walk on a star you start an adventure that way the gate
(gates have 2 options of star or coin but whats the point of star where you cant get more than 1 per adventure)

Posted: Mon Feb 04, 2008 11:36 pm
by mqdar
I know I've already posted quite a few ideas, but:

For stars that start an adventure when you walk on them, the parameters could be:

ID=1, 2, 3, ...
Active=Yes, No
AdventureStart=<adventure#>
LoseExitX=0 --> <level size x>
LoseExitY=0 --> <level size y>
WinExitX and WinExitY same as LoseExitX and LoseExitY
WinCommand=<com #>
WinData1 to WinData4 linked with WinCommand

The adventure directories would be like this:
Adventures/<adventure name>/Hub

Adventures/<adventure name>/Adventure1
Adventures/<adventure name>/Adventure2
Adventures/<adventure name>/Adventure3
...

Posted: Tue Feb 05, 2008 11:14 pm
by Erwin042
When you have to collect gems to end the level/adventure, the amount of your gems is not displayed. (like in Killicool64's Red Room).

Usage of the shard would be very nice to combine in mutiple rooms.

Posted: Wed Feb 06, 2008 4:44 pm
by Kilicool64
Erwin042 wrote:When you have to collect gems to end the level/adventure, the amount of your gems is not displayed. (like in Killicool64's Red Room).
You don´t HAVE TO collect the gems in my adventure!

Posted: Wed Feb 06, 2008 5:22 pm
by tyteen4a03
Erwin042 wrote:When you have to collect gems to end the level/adventure, the amount of your gems is not displayed. (like in Killicool64's Red Room).

Usage of the shard would be very nice to combine in mutiple rooms.
Happy 888 posts!(good in Chinese,means loads of money goes to you :lol: )

Yup,it's VERY useful when you are in the first level,and yuo want to go to another level(in NO connection)

Posted: Sat Feb 09, 2008 1:10 am
by Boppelist
Multiple textures in one room
Or Texture Change Command! (Change from a texture to another texture)

Posted: Sat Feb 09, 2008 3:30 am
by tyteen4a03
Boppelist wrote:Multiple textures in one room
Or Texture Change Command! (Change from a texture to another texture)
Been told in RTW too! :wink: :wink:

Posted: Sun Feb 10, 2008 8:06 am
by Boppelist
Other languages in the Dialog เช่นภาษาไทย

:lol: :lol:

Posted: Mon Feb 18, 2008 12:15 am
by mqdar
How about being able to play more than one stinker in a level, changing from one to another with a key
like Space or Enter (Return)? You could even have data in individual adventures saying what custom
stinker to use!

Re: Stuff

Posted: Sun Mar 09, 2008 4:13 pm
by tyteen4a03
2yu556 wrote:every old feature from the wonderland series includeing my playable characters trampolines boulders bridges

oh yeah and a super adventure
description: a super adventure is basicly like wonderland adventures where you walk on a star you start an adventure that way the gate
(gates have 2 options of star or coin but whats the point of star where you cant get more than 1 per adventure)
They will be a funny thing!

But if it really does,it will be an "Free"WA :lol: :lol: :lol: :lol:

Posted: Wed Mar 12, 2008 3:49 am
by Com Rante
I would like to see cages cast shadows.

It would also be nice if you could hover your pointer over a tile and see its properties.

Posted: Tue Nov 04, 2008 3:24 pm
by quick11
I have a few ideas and comments:

I think Shard Teleporting is a great idea, like in WA. But, however, I think it should have these options:

WarpLevel:
WarpX:
WarpY:
Require ID: (item you must have to use shard, default "none")
Require #: (number of coins/gems needed to use. Subtracts object afterward)
# of Strikes: (# of strikes to repeat, default 7)

Here is another idea:

Magic Changers will change the current magic you have, but you still have the same number of charges. For example, you "Blink" across a few gaps. You take 6 jumps and have 3 charges left. You step on a "Brr Changer" and now have to freeze your way across water. But the water is 4 tiles long, and you have 3 charges, because there was a better "Blink" path that took less charges, and even a better way, so that you will have an extra "Brr" charge to get some gems. "Blink" would make it much easier, and a full "Brr" charge would make it easy, too.

Posted: Tue Nov 04, 2008 4:03 pm
by Nobody
quick11 wrote:Magic Changers will change the current magic you have, but you still have the same number of charges. For example, you "Blink" across a few gaps. You take 6 jumps and have 3 charges left. You step on a "Brr Changer" and now have to freeze your way across water. But the water is 4 tiles long, and you have 3 charges, because there was a better "Blink" path that took less charges, and even a better way, so that you will have an extra "Brr" charge to get some gems. "Blink" would make it much easier, and a full "Brr" charge would make it easy, too.
what would be easier would be "Blinking" OVER the "Brr Charger" and still having blink. also, why don't you put this in the "fun ideas" thread, because i doesn't have much to do with the editor, unless you want it invisible. :wink:

Posted: Tue Nov 04, 2008 11:19 pm
by lizwiz
I agree with Erwin about the gems collection - it would be nice to know how many you have already collected.

Apart from that it would like to be able to collect stars, so that we could use the star gates. Perhaps they could have an "end level or just collect" toggle.

Posted: Wed Nov 05, 2008 4:03 am
by quick11
nobody wrote:what would be easier would be "Blinking" OVER the "Brr Charger" and still having blink.
Put the "Brr Changer" in a corner. You won't be able to "Blink" over it.

The "Magic" category would have the subcategorys "Magic Chargers" and "Magic Changers". Here's the object:

Category: Magic
Subcategory: Magic Changers
ColorChange: (choose magic)

Posted: Wed Dec 17, 2008 10:30 pm
by dlcs18
Deleted.

Reply

Posted: Sun Mar 01, 2009 7:52 am
by Pawelec
The Ice Wall Gate!

Normal gates behaves like walls, this gate will behaves like ICE wall.

Posted: Sun Mar 01, 2009 10:54 am
by bround
deleted 8)