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wonderland development
Posted: Wed Jul 13, 2016 9:24 pm
by Caton
Posted: Wed Jul 13, 2016 9:28 pm
by Timecrokba
Its privated. If you want us to be able to view it change it to Unlisted or Public.
Edit: Fixed
Posted: Thu Jul 14, 2016 12:33 am
by Caton
oops meant to set to unlisted
video is fixed
https://www.youtube.com/watch?v=joyPp0EGz3U
Posted: Thu Jul 14, 2016 1:25 am
by cloudrac3r
What is this supposed to be? A coily bouncing back and forth? So what?
Posted: Thu Jul 14, 2016 9:19 am
by Caton
you made gameboy wld game so what?
it took a long time get it work to get the coily to work so far it reads all floor tiles from lv5 format.
it will read objects like coily so far.
Posted: Thu Jul 14, 2016 11:09 am
by cloudrac3r
Ok...
But I still have no idea what you are showing us. As far as I can see, it looks like RTW with some Alt+X magic. What have you actually done? Is this another game?
Posted: Thu Jul 14, 2016 11:27 am
by Caton
it's a online wonderland I'm working on. wouldn't be cool to have a wonderland online game where puzzles can be solved to together also you can chat on the game.
Posted: Thu Jul 14, 2016 3:46 pm
by Caton
Posted: Thu Jul 14, 2016 3:50 pm
by LittleZbot
If you had told us that from the start, we would have been impressed. At least, I was.

Good luck!
Posted: Thu Jul 14, 2016 4:18 pm
by jdl
Just remember that you can't use the assets (textures, models, music, fonts) from the original games in the final product of your game.
Posted: Thu Jul 14, 2016 4:18 pm
by Caton
anybody interested in this project?
I not going to I was using them to test object functions.
unless I give it to patrick I can use the assets.
Posted: Thu Jul 14, 2016 4:26 pm
by LittleZbot
I, myself, am quite interested and would like to see how it goes.

Posted: Thu Jul 14, 2016 4:43 pm
by Caton
If I gave the final version to Patrick maybe we could have a wonderland community online game.
anyone would like to be a beta test just contact me.
Posted: Sat Jul 16, 2016 9:19 am
by cloudrac3r
Ok then. Online Wonderland sounds great! It'd be nice if I knew that at the start.
Since you're actually making it, may I request a feature? If it has an editor, it would be nice for people to be able to collaborate with creating puzzles, since I've seen a lot of collabs.
And also, what programming language are you using (eg Java, Visual Basic, C++, Unity), what IDE (eg text editor, Visual Studio, NetBeans, Eclipse)? Are these tools free (to use)? Will your code be open source so other people can contribute?
One more thing - this appears to be the original Wonderland trilogy because Coilys and LV5 files. Is that so? Or is it WA somehow?
Posted: Sun Aug 14, 2016 3:03 am
by Caton
does anybody know the wa water texture height and width?
Posted: Sun Aug 14, 2016 6:44 am
by garirry
I'm pretty sure it's 64 x 64
Posted: Sun Aug 14, 2016 10:10 am
by cloudrac3r
Isn't there a readable texture file you can look at in the WA or WA3E game files?
And does that mean that this is WA?
Posted: Sun Aug 14, 2016 3:45 pm
by Caton
I just can't tell.
I'm trying to program the game to animate the water movements
and yes this is wa.
but the water tile texture doesn't seem to work, with 64x64
Posted: Sun Aug 14, 2016 4:04 pm
by garirry
Wait, I'm am idiot. I saw the 512*512 texture page yesterday which I somehow calculated as 64*64 per tile. It's probably 128*128.
Posted: Sun Aug 14, 2016 6:36 pm
by Caton
I wonder why the water uses frames?
i know why for the different types of water like green or lava.
I can't seem to run the frames right in blitz3d it's not smooth like in wa
Posted: Sun Aug 14, 2016 9:03 pm
by jdl
If I'm understanding correctly, it's probably that each water texture is 128 x 512, but a water tile in-game only shows 128 x 128 (scaled down to 64 x 64 most likely) at a time, and the rest of the 512 that isn't shown is moving into view.
Posted: Mon Aug 15, 2016 7:10 am
by Caton
I could use cooldudepoke's help with the level editing programming.
after get the idea of the game I will want to switch from blitz3d dx7 to c++ dx9 for newer gfx features and faster preferment and other new stuff blitz3d didn't have.