Page 1 of 4

Things that don't quite fit into an other topic topic

Posted: Sat Mar 22, 2014 3:10 am
by Jutomi
Well, I thought that since the off-topic section had an off-topic topic, I thought I'd make one for the WA Editor. :D

This is mostly for little things like "P.S. I am almost done with my weapon of mass destruction" or "I made a puffy scritter with inverted eyes".

Here's my dedication to such a topic. :mrgreen:

Spikie(ey?)s!

Posted: Sat Mar 22, 2014 2:44 pm
by dig 222
Those were some rather odd spikeyballs. :shock:

Since this doesn't seem to fit into another topic, would it be possible to make a levelexit with an id, that can be activated and de-activated?

Posted: Sat Mar 22, 2014 2:51 pm
by Koopson44
You earned a subscriber bruh.

Posted: Sat Mar 22, 2014 3:02 pm
by Pawelec
dig 222 wrote:Those were some rather odd spikeyballs. :shock:

Since this doesn't seem to fit into another topic, would it be possible to make a levelexit with an id, that can be activated and de-activated?
But of course (I use this solution quite a lot), PowerWop comes handy here :wink:

Posted: Sat Mar 22, 2014 4:15 pm
by Jutomi
Actually, powerwop's not been able to help me out with that - not since my last test, any ways.

Though I did test it in the alpha version(I think), I am still not sure if it'll work now. :|

Posted: Sat Mar 22, 2014 5:35 pm
by Pawelec
Jutomi wrote:Actually, powerwop's not been able to help me out with that - not since my last test, any ways.

Though I did test it in the alpha version(I think), I am still not sure if it'll work now. :|
Well, I imported my Level Exit WOP and added ID, Active, ActivationType and ActivationSpeed parameters - everything works for me.

Posted: Sat Mar 22, 2014 7:43 pm
by StinkerSquad01
I learned how to massively convert file extensions. So I'll post some stuff for reference. First, the new particles sheet.

Posted: Sat Mar 22, 2014 8:55 pm
by Jutomi
Pawelec wrote:Well, I imported my Level Exit WOP and added ID, Active, ActivationType and ActivationSpeed parameters - everything works for me.
Oh! That might be why; I don't add activation type or activation speed. :D

And.. faces? Why are there faces? :shock:

Posted: Sat Mar 22, 2014 8:56 pm
by Koopson44
Jutomi wrote:
Pawelec wrote:Well, I imported my Level Exit WOP and added ID, Active, ActivationType and ActivationSpeed parameters - everything works for me.
Oh! That might be why; I don't add activation type or activation speed. :D

And.. faces? Why are there faces? :shock:
And an atari symbol.

Posted: Sat Mar 22, 2014 9:00 pm
by StinkerSquad01
The faces are probably for NPC exclamation. As for the Atari logo, I have no idea.

Posted: Sun Mar 23, 2014 1:10 am
by Jutomi
Actually - and I know this may be random -, I think that after seeing Koopson's last post, his signature inspired me to make a hubby progress thingy in my signature.

Why his, I'm not sure - it just did. :lol:

So, err, there's that; look under my name if you want to see how many things I came up with. :D

...

Horrible... strange... things...

...

never to be compared with The End, though; that's just terrifying.

Posted: Wed Mar 26, 2014 10:23 pm
by Jutomi
Oh...

just so you know, I am suspecting that I am going to be adding quite a few inventions of my own in JA:HOTSP.

They won't be any thing like Mynameiskooky's End games...
but, they'll be... different. :mrgreen:

I suspect that the first of these "inventions"(:lol:) will be located in the second world(After world 0, Friendlyside).

The later inventions... err...
I'll have to think about where to put them. :roll:

P.S. I think I am all so going to have some invaluable use of the ?Default texture; so, if you see that, that probably means it's a mutation. :D
(Either that, or it's some kind of butter world)
...
I should probably stop typing before I give away too many spoilers... :mrgreen:

Posted: Sat Mar 29, 2014 4:06 am
by Jutomi
Good news, I am triple posting. :lol:

Well, does any person mind of my asking how flyover works?

I am trying to make a new invention, but I can't seem to make it so that if you fly through with a spring, you continue flying. :lol:

The idea is that if an object comes in at one angle, it turns 90 degrees the direction of the button beneath it.

This was to be mostly used as a way of changing directions from when you use springs. :lol:

Posted: Sat Mar 29, 2014 4:24 am
by Koopson44
Jutomi wrote:Good news, I am triple posting. :lol:

Well, does any person mind of my asking how flyover works?

I am trying to make a new invention, but I can't seem to make it so that if you fly through with a spring, you continue flying. :lol:

The idea is that if an object comes in at one angle, it turns 90 degrees the direction of the button beneath it.

This was to be mostly used as a way of changing directions from when you use springs. :lol:
Huh. I thought flyover meant it activates even if you fly over it, like the way they made the warp tunnels? Y'know the tunnels that usually precede a rainbow gate? Or if you fly over a button, it still activates?

Posted: Sat Mar 29, 2014 4:16 pm
by dig 222
What does the Track adjuster do on the Zapbot? I'm hoping it
means you can make it follow a certain tile, or 'track' like a zipbot.

Posted: Sat Mar 29, 2014 4:30 pm
by MyNameIsKooky
dig 222 wrote:What does the Track adjuster do on the Zapbot? I'm hoping it
means you can make it follow a certain tile, or 'track' like a zipbot.
Yep, that's right.

Posted: Sat Mar 29, 2014 4:31 pm
by Emerald141

Posted: Sat Mar 29, 2014 5:00 pm
by Jutomi
I have actually used this in two secret levels of mine.

The one should be out by late June...

and, the other is part of the hub, which comes out who knows when. :lol:

Posted: Sun Mar 30, 2014 2:55 am
by samuelthx
Does anyone here have any idea on how to place gems on ice pads?

Posted: Sun Mar 30, 2014 2:58 am
by StinkerSquad01
You can use the X-Offset value in the gems' settingstuff.

Posted: Sun Mar 30, 2014 4:36 am
by Qloof234
So I thought about making a separate thread for this, but I don't think it needs one, partially because it still doesn't quite work and partially because it's got very little practical use.

As mentioned in the WIP Adventures thread on page 5, I've been experimenting with a relatively consistent cross-level day-night cycle system in the Editor.

I don't really have any proper reason for this. I don't have much use for it other than as a matter of curiosity. I'm not sure if anyone else will (at least not as a day-night cycle), either, but whatever.

Image

The player's start point is on one of the buttons to the left. Each button corresponds to a "bookmarked" time of day, i.e. when the light level changes (daytime, dusk, night, sunrise), for the cycle to start at (i.e. cycle 1 is day/dusk/night/sunrise, cycle 2 is dusk/night/sunrise/day, etc). The buttons open the gates nearby, which opens the main gate that starts the time cycle.

The sizable thing I've forgotten to implement at this stage is how to actually stop the currently running cycle. I have an idea on how to put that in, just need to stop being lazy and do it.

Image

Whenever the bridges are activated, the turtles run over a series of CMD41 commands...

Image

... to clone the Star NPCs back to starting position for the cycle. The commands are alternating between CMD6, to change light, and the NPC Move button, to keep them going.

At the end of the hallway is a switch to activate a Pow shooter, to destroy the stars at the end of the hallway so the cycle doesn't get clogged up.

The empty 3 hallways in that picture correspond to the level-exit arrows in this level. Specifically, they (are going to) have a CMD4 command to alter the X/Y positions of the arrows based on the time of day.

This system is (read: will be, because I'm lazy and haven't done it yet) set up in the other levels. What the altered co-ordinates do is change the initial button the player presses, and by extension, where the day/night cycle actually starts.

The obvious problem is that this doesn't account for the exact time between the light level changing, it's only approximate - You could be halfway from one bookmarked time to the next, but a level-change would just reset back to whatever the last bookmarked time was. In theory, you could make progressively more and more accurate timers with this system, but the more "times" there are, the more complicated the system will be (the system is currently 25 horizontal by 35 vertical, for a level with 3 unique exits and four bookmarked times, to give a sense of scale). There are definitely ways to make the system more efficient than what's shown here - For instance, you could effectively cut the space taken up by the main loop hallways in half by having each star with a unique ID instead of duplicating the same star for each hallway.

Ultimately, I don't think there's really any way to use this in an adventure as something other than eye candy. It'd be interesting in a hub (part of the reason I wanted to look into this was because I thought a day-night cycle in HR would be cool), though difficult to set up. I suppose the most interesting thing I can think of for this to be used for would be giving NPCs a "schedule" that they follow, even when you're in a different level.

For instance, in a town made of multiple levels, you could theoretically (it'd be much more complex than this system) use this to have a postman character or some such running around, similar to what Majora's Mask's NPCs do. I dunno, it's something.

Having said that, I do think that, if this system proves to function as intended (which it does so far), it'll provide a way to "carry" information between levels other than the commands done on an adventure's completion in hubs.

(though knowing the people around here who are better with WA-engine mechanisms than i am, i wouldn't be surprised if someone already figured out a way to do that, but whatever)

Posted: Sun Mar 30, 2014 4:54 pm
by yarjor
Qloof234 wrote:So I thought about making a separate thread for this, but I don't think it needs one, partially because it still doesn't quite work and partially because it's got very little practical use.

As mentioned in the WIP Adventures thread on page 5, I've been experimenting with a relatively consistent cross-level day-night cycle system in the Editor.
....
....
....
This
could reaaaally be useful in my hub....

However if I used it in the hub it would require a few teaks... 8)

Posted: Mon Mar 31, 2014 4:29 am
by Jutomi
I would just like to mention that I intend to make this game more enjoyable, balanced, and over-all more interactive than the last game.

For one, I actually increased the size of the Ring of Fire.

For two, Scorchtown is now a whole lot larger, featuring four parts(instead of two), and some rather interesting new and helpful sign people. :mrgreen:

There are all so many hidden secrets when it comes to something involving most-every sign on the planet...
I wonder what this could be. :mrgreen:

Posted: Mon Mar 31, 2014 5:14 pm
by Jutomi
I have a question.

How do you guys activate gates via commands?

I can't figure out id-to-gate things. :|

Posted: Mon Mar 31, 2014 5:18 pm
by Jutomi
Woops, scratch that; I just figured out how.

I tested it with command four first, I guess that might have been the problem. :roll:

Posted: Wed Apr 02, 2014 6:38 pm
by |Cookie|
This is what happens when you stare at a wall for hours:
You see faces...
Image
EVERYWHERE...
Am I the only one who sees them?
Only me?? okay....
*leaves slowly*

Posted: Wed Apr 02, 2014 6:43 pm
by MyNameIsKooky
You cannot unsee them. :twisted:

Posted: Wed Apr 02, 2014 6:45 pm
by |Cookie|
MyNameIsKooky wrote:You cannot unsee them. :twisted:
Well, I must agree with you, when i saw them, I couldn't unsee them, I kept staring at them, and I couldn't work on the level. :lol:

Posted: Wed Apr 02, 2014 8:25 pm
by Jutomi
"The Adventures of the Hypnotic Wall of Doom" would be an interesting concept, actually...

Posted: Thu Apr 03, 2014 3:00 pm
by Jutomi
I guess I'll soon find out... :?