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Issue #15 Feedback
Posted: Fri Feb 29, 2008 6:21 pm
by Midnight Synergy
Thank god (or at least pope Gregor XIII) for the leap year! With hours to go, we slipped Issue #15 into a February release!
http://www.midnightsynergy.com/newsletter/issue015
Enjoy!
Posted: Fri Feb 29, 2008 7:35 pm
by rescuefire
Ah another great issue.
So good to see Lizzie and Kiki highlighted in this issue. Those sure are two of this forum's most valuable members!
Good to see two favorite games highlighted as well. I sure wish I was as bright as some of our younger members to be able to understand the WA editor....it is so tempting but daunting at the same time.
Great stuff Patrick, thanks again
P.S. Thanks for finally revealing the mystery of that blue flower!!!
Posted: Fri Feb 29, 2008 7:49 pm
by Erwin042
And you released the 15th issue in February. At the very last day! Thank god this month had an extra day !

Posted: Fri Feb 29, 2008 8:40 pm
by Duiveltje
Posted: Sat Mar 01, 2008 8:46 am
by popo
Congratulations to Liz and Kiki for getting their '15 minutes of fame' in the Midnight Post. They both more than deserve it for all their hard work providing us with so much fun. Long may it continue.
Can't wait for the next WA to come out. Looking forward to visiting Fire Island again. I don't think I'll be joining in the making of it this time though, way too complicated for my tiny brain to cope with I'm afraid

(unless you'll be wanting any more accessories that is

). Many of the younger members have taken to it like a duck to water though so I'm sure there'll be plenty of them willing and able to help out.

Posted: Sat Mar 01, 2008 2:02 pm
by rescuefire
Oh Popo I sure hope you help Patrick out! You make the coolest models and as you say "accessories" and really make the game rich with fun!
Posted: Sat Mar 01, 2008 2:55 pm
by Lillie
Posted: Sat Mar 01, 2008 3:21 pm
by maxnick
Posted: Sat Mar 01, 2008 4:00 pm
by Liz Mayhew
Patrick - Thanks for putting the whole PQ series so it could be downloaded in one go. I couldn't have done it without the continual support of Popo who came up with fabulous models whenever I asked for them. Thanks also to Janet - I've used several of her brilliant models.
It's great to see Keeks acknowledged for all his hard work. His output is phenomenal and inventive, every level is unique, challenging fun. It won't be long before he reaches 1000 levels - amazing!
I agree with Diuveltje - perhaps your next issue could feature Lillie (who is on her way to 700 levels) and Kaz67 (who has made over 500).
Enjoyed the WA feature. So far I haven't been able to get to grips with the Editor, so I don't think I'll be submitting anything for the new WA game.
Posted: Sat Mar 01, 2008 4:38 pm
by Midnight Synergy
Thanks for the comments so far - I definitely want to make the community member highlight a regular feature. It might take a while for me to get around to everyone, though.

Posted: Sat Mar 01, 2008 4:42 pm
by tyteen4a03
Posted: Sat Mar 01, 2008 5:16 pm
by kiki
Liz wrote:His output is phenomenal and inventive, every level is unique, challenging fun
Thanks Liz, I am in good company as far as level designing goes, Count yourself into the phenomenal and inventive category as your PQ level series is outstanding in every way, Lets not forget Lillie fast coming up on the 700 mark with all her levels such top notch puzzlers.
Then there is Kaz who has passed the 500 level mark with her very unique levels in such tight spaces.
A big thanks to Patrick for giving us this forum to come and relax while playing all the great levels.
Thanks to the texture/model/house/and background designers for all the great stuff that you provide for us to use in our levels.
I think a highlight for community member is a great idea for the Midnight Post.

Posted: Sat Mar 01, 2008 8:55 pm
by slimm tom
Great issue! It's nice to see some more WA updates. I think I'll be submitting a sample level, but I don't know for sure yet. The editor isn't that complicated once you get the hang of it. Especially with the new version out, which adds all the separate apps into one app.
Posted: Sun Mar 02, 2008 1:05 am
by Dizzy1
Posted: Sun Mar 02, 2008 1:17 am
by uneekrose
Nice issue there Patrick. I enjoyed seeing Kiki and Liz get the recognition they really deserve, their levels are stupendous to say the least, I only wish I could be so talented. They have both given me many hours of fun and frustration, when I am stuck they gladly lend a hint or two. Lillie and kaz are great level makers also and their day will come. It's nice seeing people recognized for their contributions and hard work.
Posted: Sun Mar 02, 2008 12:56 pm
by duncan
Posted: Sun Mar 02, 2008 2:44 pm
by slimm tom
If you mean sending a sample level to Patrick for WA:MOFI, nothing.
Posted: Sun Mar 02, 2008 5:19 pm
by superquookie
Where is the update.im just a tiny forumite

Posted: Mon Mar 03, 2008 1:48 am
by superquookie
bump!

Posted: Mon Mar 03, 2008 2:40 am
by rescuefire
Posted: Mon Mar 03, 2008 2:22 pm
by maxnick
Whould it be ok to use gliches in WA:MOFI adventures??
For example have a skitter on a button with the flip glich??
Posted: Mon Mar 03, 2008 4:10 pm
by slimm tom
maxnick wrote:Whould it be ok to use gliches in WA:MOFI adventures??
For example have a skitter on a button with the flip glich??
No, I don't think so. Because if the glitch gets fixed later on, the level will be unbeatable.
Posted: Tue Mar 04, 2008 12:12 am
by Qloof234
slimm tom, I believe the double object glitch would stay in game but not in editor because the level data is saved with that and calls for it, so if it wasn't possible to do in the editor, it would probably stay in the gameplay.
Posted: Tue Mar 04, 2008 12:56 am
by Com Rante
I've liked what you've done with the "Making of WA" series MS. I have enjoyed it very much.
I'm actually interested in your open invite to hire some level designers. Could I ask you some questions about it though?
1. Would level designers be able to request a certain gameplay element or editor feature to help them make their level...
&
2. Would you let the level designer see the progress of the game so that they could keep their work consistent with the current state of the game?
Posted: Tue Mar 04, 2008 3:09 am
by Midnight Synergy
Please no glitchy levels as your example level. See again the detailed description of requirements in
http://www.midnightsynergy.com/newslett ... /page6.htm
Again, submit your "application" level to us via e-mail before end of April (with solutions). Your level will be examined and played very carefully. In the end we'll select designers based on how good their submissions are, and will contact you shortly after April about the possibility of level designing.
Com Rante wrote:1. Would level designers be able to request a certain gameplay element or editor feature to help them make their level...
&
2. Would you let the level designer see the progress of the game so that they could keep their work consistent with the current state of the game?
1. No, the new features for MOFI are pretty much set in stone. You'll get the new level editor with the new features. In order for the levels to fit the overall game, you'll also be told what features are allowed to be used in what areas, etc.
2. Not sure about that yet... it kinda depends on how many levels are being made by community designers. If it's just a few, then we'll just do it level by level. If a designer (by mutual agreement, i.e. we're
really impressed by your designs and you have the time/interest) does a larger set of adventures, then there would be more integration.
Hope that clears things up a bit more.
Posted: Tue Mar 04, 2008 9:38 am
by tyteen4a03
Midnight Synergy wrote:Please no glitchy levels as your example level. See again the detailed description of requirements in
http://www.midnightsynergy.com/newslett ... /page6.htm
Again, submit your "application" level to us via e-mail before end of April (with solutions). Your level will be examined and played very carefully. In the end we'll select designers based on how good their submissions are, and will contact you shortly after April about the possibility of level designing.
Com Rante wrote:1. Would level designers be able to request a certain gameplay element or editor feature to help them make their level...
&
2. Would you let the level designer see the progress of the game so that they could keep their work consistent with the current state of the game?
1. No, the new features for MOFI are pretty much set in stone. You'll get the new level editor with the new features. In order for the levels to fit the overall game, you'll also be told what features are allowed to be used in what areas, etc.
2. Not sure about that yet... it kinda depends on how many levels are being made by community designers. If it's just a few, then we'll just do it level by level. If a designer (by mutual agreement, i.e. we're
really impressed by your designs and you have the time/interest) does a larger set of adventures, then there would be more integration.
Hope that clears things up a bit more.
So can I send a tutorial adv?
Posted: Tue Mar 04, 2008 10:31 am
by Boppelist
Does the tutorial level have to be about MOFI, or any kind of level?
Posted: Tue Mar 04, 2008 2:25 pm
by Midnight Synergy
tyteen and boppelist: again, please read the page in the midnight post. The adventure you're sending me is not going to be used in WAMOFI, and so doesn't need to be a about MOFI or be a tutorial level... think of the level you're sending as a "job application". We will select designers based on the best levels submitted.
Posted: Tue Mar 04, 2008 4:03 pm
by Blast!10
But you said he/she will be payed a fee for each
level that is included in WA:MOFI.
But no levels are gonna be included in WA:MOFI... So the fee ends up being nothing!
It's like a Pokemon that has an attack like this:
[Grass][Grass][Colorless] Triple Scratch [20x damage]
Flip 3 coins. For each heads*, put 2 damage counters** on the Defending Pokemon.
* For each heads: For each time the coin lands on heads.
** Damage counter: 1 damage counter=10 damage=10 HP less.
So what if you have enough energy to attack, and you attack, and all three coins are tails? Then the number of heads is 0. So 20*0=0, and thus the Defending Pokemon gets no damage counters at all!

Posted: Tue Mar 04, 2008 6:02 pm
by Midnight Synergy
Blast!10 wrote:But you said he/she will be payed a fee for each
level that is included in WA:MOFI.
But no levels are gonna be included in WA:MOFI... So the fee ends up being nothing!
<Bangs head on table.>
Anyways, hopefully some people who understand the submission process will submit a level.