This is true. In other words, if you've got enough patience to make a level that works, cutscenes are theoretically do-able.Nobody wrote:Actually, only the camera angles and text is hardcoded... the .wlvs can be edited.
EDIT: LOOK AT ME I FAIL AT READING, DIDN'T NOTICE "text is hardcoded"
I personally feel that MoFI's community-built nature (for lack of a better description) can be "felt" the further into it you get (not to say that's a bad thing, mind you).Muzozavr wrote:The problem is not the fact that it's difficult, the problem is that it requires trial-and-error to succeed. I think "Pool Room", for example, is a more difficult level than "Within An Ace", but theoretically you could be smart and awesome enough to solve "Pool Room" on the first try. Doing that to "Within An Ace" is literally impossible -- you have to know all the traps in advance.yot yot5 wrote:I think "Within An Ace" was quite an easy level. True, I needed a restart every obstacle or two, but every MOFI level has that! The tiles that bring up the fireflowers I also found rather fast, they have a sort of round button-like look about them.
WSW-like static cutscenes should not be hard to implement... but then everyone is going to whine about not getting the cooler WA-like moving cutscenes.
For that matter, I kind of feel the same way about WSW. For instance, in other classic trilogy games post-Deluxe (I believe it was deluxe that added houses? can't remember), whenever there were houses in levels, they usually just had bonus coins or something along those lines inside (I'm going off of memory here and it's been a while since I played RTWD onwards apart from WSW, so correct me if I'm wrong). In WSW, however, sometimes you can find more important parts of puzzles inside, like a button, box, or sometimes enemies.
There are some other parts of WSW that have elements I'd attribute to user-generated levels (e.g. boxes on bridges, gates with a box on either side, signs reading like dialog, etc.) as well, for that matter.