Page 1 of 3

WA: Across Dimensions [Hub] (CANCELLED.)

Posted: Mon Aug 01, 2016 1:27 pm
by FinnThor
DELETED.

Posted: Mon Aug 01, 2016 1:39 pm
by jdl
Any custom content used in adventures or hubs do not automatically come with them. You have to include them with the download to your level/hub by either zipping them up, or linking to the topic they came from if it's something that's already on the forum.

Posted: Mon Aug 01, 2016 2:39 pm
by FinnThor
Deleted.

Posted: Mon Aug 01, 2016 6:54 pm
by FinnThor
Deleted.

Posted: Mon Aug 01, 2016 9:02 pm
by Wonderman109
FinnThor wrote:Well, i have the first demo of my new hub!

I won't be posting any screenshots of my hub because of 2 reasons:

#1: Apparently the screenshots are over 800kb.

#2: I want everything to be a surprise!

If you have any ideas for this hub, please post them here! :)
Change the files to jpg format. :P

EDIT: So I went through the demo. You understand the technical hub-building stuff, but you need to optimize your hub.

> It shouldn't be possible to get stuck or killed in a hub. The teleporter section can easily trap you if you forget to pop any of the buttons or you pop any of them twice by accident.

> Adventures giving you important apparatus like spy-eyes shouldn't be optional unless you can return to them, which in your rather linear hub is not possible.

> Dialogs should not restart when you talk to an NPC a second time. That can lead to awkward moments, extra items, or worse, stinkers wandering into danger if a command repeats at a bad time. Rather, for the FNC 1 in the last interchange, set the FNC datapoint to the current interchange +1 and put a small 'Hello' dialog in the next interchange and set it to FNC 1 with that same interchange as the data point.

> It's possible to get through the brown gates without using the keys or buttons at all. Closing two gates with the toggle button for the gates and the bridge to get only one key isn't a smart deal. You should add more gates or eliminate the button and have the bridge on and the gates closed from the start.

> Lastly, your adventures aren't quite adventurous enough. It's not the aesthetic, it's the lack of puzzles or action. Rock Climbing is literally just walking.

I'm sorry if I sound a bit harsh FinnTHor, but I want your hub to be fun. I think you should revise the details of the stuff you've already made so it's more enjoyable.

Posted: Mon Aug 01, 2016 10:09 pm
by FinnThor
Deleted.

Posted: Mon Aug 01, 2016 11:51 pm
by Wonderman109
Your puzzle idea, I assume, was to force the player to use the brown button in order to reach the orange button via bridge, and then they'd have to do the adventures to get and use the keys. However, you weren't careful with the angle of the button to the edge of the pond, so I was able to Pop it.

There's an old glitch with spellballs dating back to the beta WA1 in which they can no-clip around corners of walls, sometimes even straight through at weird angles. It's never been fully fixed. We call it Q-spell since QLoof was one of the first to report it.

Prior to a bugfix patch, you could even blink through walls adjacent to you at cardinal directions in WA1 and the Wa1 editor. This 'wall-blinking' is still possible in those and in the modern games and editor if you press Ctrl-B to enable it. You have to close and restart the program to disable it.

It even affects monsters - fireflowers and thwarts could wall-pow you in the WA 1 editor. That's been fixed in the WA3 editor, but now burstflowers are capable of wall-powing. First-hand experience in Jutomi's and MNIK's levels, be careful. :lol:

Posted: Tue Aug 02, 2016 12:02 am
by FinnThor
Deleted.

Posted: Tue Aug 02, 2016 12:06 am
by FinnThor
Deleted.

Posted: Tue Aug 02, 2016 1:12 am
by FinnThor
Deleted.

Posted: Tue Aug 02, 2016 3:15 pm
by FinnThor
Deleted. :D

Posted: Tue Aug 02, 2016 4:14 pm
by FinnThor
Deleted.

Posted: Tue Aug 02, 2016 8:10 pm
by FinnThor
Here is the download for the second demo:

Edit: There was a problem with this demo, so i reuploaded it, only one person had downloaded the demo when i found this out. So just re-download this if you've already downloaded it.

Edit: I re-uploaded the 2nd demo 5 times. Don't Judge Me.

Posted: Tue Aug 02, 2016 8:35 pm
by FinnThor
Deleted.

Posted: Wed Aug 03, 2016 1:39 am
by Wonderman109
You posted seven times in a row. :| But I'm impressed at how fast this is coming out. Gonna try this along with TimeCrokba's now.

Posted: Wed Aug 03, 2016 1:43 am
by FinnThor
Deleted.

Posted: Wed Aug 03, 2016 1:51 am
by FinnThor
Deleted.

Posted: Wed Aug 03, 2016 2:40 pm
by Wonderman109
Can you fix the Z-bot base level first? Nothing happens when I press the timers and I can't move onward.

EDIT: There are objects under the object editor categories Houses and Magic respectively that provide you with the FootBridge used in MoFI and the ID-based spell-shooter, also introduced in MoFI. Hope this helps.

Posted: Wed Aug 03, 2016 3:27 pm
by FinnThor
Deleted.

Posted: Wed Aug 03, 2016 11:30 pm
by Timecrokba
FinnThor wrote:I'll give you a hint: Walk in front of the computer in the Z-Bot Base level. I tested all of the adventures, so i know they work. The Z-Bot Base level is my favorite in the 2nd demo. :D
Walk in front of the Elevator.
The Z-Bot Base never needed to be fixed.
The Timers kill some of the Z-Bots.

In the level called "The Wastelands", it''s impossible to beat. I forgot to fix it, so that will be fixed in the 3rd demo. So just skip it with CTRL + F12.

It's now possible to complete this level. But it's not possible to do it until i release the 3rd demo.
The timers don't work in the Z-Bot Base, the Computer does destroy some of the Z-bots, yes, but the ones meant to be killed by timers aren't killed, you are going to have to make other ways to kill them.

It is possible to beat the current Wastelands Version; by reflecting pow off the ice blocks to unfreeze yourself. It requires a bit of timing but it is possible.

So far I like how the the hub is coming along, keep up the good work!

Posted: Thu Aug 04, 2016 12:00 am
by FinnThor
Deleted.

Posted: Thu Aug 04, 2016 12:21 am
by FinnThor
Deleted.

Posted: Thu Aug 04, 2016 12:47 am
by Timecrokba
FinnThor wrote:When you played the level, what did you do when using the computer? You need to choose the chicken choice to get a key so you can get to all the timers.

I'll test the Z-Bot base level again. I have a save right before i started it.
Also, you might have just been timing the timers wrong. The timers open gates which let fireflowers shoot the Z-Bots.

Edit 3 minutes later: It works. I just tested it.
When I have the timers going and the fire flowers shoot, it doesn't destroy the Z-bots. I used every option the computer gave me, so its not that. Its just the fireflowers fail to kill the z-bots even when they should.

Posted: Thu Aug 04, 2016 12:52 am
by FinnThor
Deleted.

Posted: Thu Aug 04, 2016 1:57 am
by FinnThor
Deleted.

Posted: Thu Aug 04, 2016 4:27 pm
by LittleZbot
FinnThor wrote:Hey, anybody up for some update screenshots?
I don't mean to be picky, but is there a reason there are two periods in the text of the bottom screenshot?

Posted: Thu Aug 04, 2016 7:05 pm
by FinnThor
Deleted.

Posted: Fri Aug 05, 2016 12:02 am
by FinnThor
Deleted.

Posted: Fri Aug 05, 2016 1:38 am
by FinnThor
Deleted.

Posted: Fri Aug 05, 2016 3:34 pm
by FinnThor
Deleted.