Neon Balls

Leveltextures, Custom Icons, etc. for Wonderland Adventures.
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llarson
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Neon Balls

Post by llarson » Wed Jul 25, 2012 7:40 pm

To light up dark levels
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Post by Wonderman109 » Wed Jul 25, 2012 7:51 pm

OOH. GLOWING THINGIES. *shot* :lol:

REQUEST: Alright, if you've already made neon chompers and spikeyballs, could you also make neon fireflowers, dragonturtles, ducks, thwarts, and scritters? :)
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Post by llarson » Wed Jul 25, 2012 7:55 pm

Not now. I'll make them later.
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StinkerSquad01
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Post by StinkerSquad01 » Wed Jul 25, 2012 8:26 pm

Congrats on making the new iteration of recoloring. :|
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Post by Sammy_P » Wed Jul 25, 2012 8:58 pm

"To light up dark levels"? These will still be dark when the lighting is turned down, right?
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StinkerSquad01
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Post by StinkerSquad01 » Wed Jul 25, 2012 9:41 pm

Yep. There is no "glow" option for spikeyballs, it's for chompers only, and booskshelves are just plain radioactive.
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Yzfm
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Post by Yzfm » Wed Jul 25, 2012 10:10 pm

You are right, but actually through hexediting it's possible to give spikeballs GLOW Option!! :shock: :shock: :D :D

1.Give a chomper the model of a spikeball or give a spikeball a logic of a chomper.

2.Let the player start ond a GC with CMD 51 to change the movementtype of the chomp to spikeball movement..

3. Find what Data number the glow option for the chomp is, and give that adjustment to the spikeball wop.

Correct me if I'm wrong, however I think the balls will Nyak and not Poing..

The result?? A glowing spikeball!! :D
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Wonderman109
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Post by Wonderman109 » Wed Jul 25, 2012 11:27 pm

You can also make a spikeyball NPC by modelswapping a Wysp with a spikeyball's model.

As with Wysp Chairs, Wysp Rocks, Wysp Scritters, Wysp Ducks, and Wysp everything else, a Wysp Spikeyball will turn and flop around, sort of like a spikeyball, and they'll glow, because Wysp glows.
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Post by StinkerSquad01 » Wed Jul 25, 2012 11:28 pm

Yzfm wrote:You are right, but actually through hexediting it's possible to give spikeballs GLOW Option!! :shock: :shock: :D :D

1.Give a chomper the model of a spikeball or give a spikeball a logic of a chomper.

2.Let the player start ond a GC with CMD 51 to change the movementtype of the chomp to spikeball movement..

3. Find what Data number the glow option for the chomp is, and give that adjustment to the spikeball wop.

Correct me if I'm wrong, however I think the balls will Nyak and not Poing..

The result?? A glowing spikeball!! :D
That would work, but it seems like a waste of time.
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Yzfm
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Post by Yzfm » Wed Jul 25, 2012 11:33 pm

Wonderman109 wrote:You can also make a spikeyball NPC by modelswapping a Wysp with a spikeyball's model.

As with Wysp Chairs, Wysp Rocks, Wysp Scritters, Wysp Ducks, and Wysp everything else, a Wysp Spikeyball will turn and flop around, sort of like a spikeyball, and they'll glow, because Wysp glows.
That's very true, but then it won't be harmful to the player.. that ca be for an NPC...
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Post by Wonderman109 » Wed Jul 25, 2012 11:41 pm

StinkerSquad01 wrote: That would work, but it seems like a waste of time.
True, but if you really want it, you have to do it or you don't get it.
I understand why Yzfm's idea would be a bit unsatisfactory, (particularly if the spikeyball made Nyak! sounds) but it's his decision, not yours.

Like I already said, the back-up option would be a Spikey Wysp, but it would behave like a Wysp then.

Now, on-topic, I've made a rainbow spikeyball. It doesn't look very neon but it's still a texture nevertheless.
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llarson
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Post by llarson » Thu Jul 26, 2012 1:32 am

DELETED DUE TO THE STUPIDEST COMPUTER EVER MADE.
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Post by llarson » Thu Jul 26, 2012 1:38 am

StinkerSquad01 wrote:Congrats on making the new iteration of recoloring. :|
Thank you :D
But seriously. Don't you think you'd like to use these in a level now then in a level a few years from now?
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Post by StinkerSquad01 » Thu Jul 26, 2012 1:49 am

That was sarcasm. (probably should have pointed it our but I thought the :| would do fine, guess not.)
But seriously. Don't you think you'd like to use these in a level now then in a level a few years from now?
No, not really, I'm not much of a custom monster person, and I do not see your point. :?
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Post by llarson » Thu Jul 26, 2012 1:57 am

StinkerSquad01 wrote:That was sarcasm. (probably should have pointed it our but I thought the :| would do fine, guess not.)
But seriously. Don't you think you'd like to use these in a level now then in a level a few years from now?
No, not really, and I do not see your point. :?
I already knew it was sarcasm. Anyways I'm basically putting my textures out so that people who need them could use them. Plus besides. Even if it's just recolouring it doesn't matter if it takes 1 minute or 100 years to make art. I mean a recoloured chomper could look really good even if it only took 2 minutes.
EDIT: Plus besides have you ever seen them with the "Neon" effect?
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Post by StinkerSquad01 » Thu Jul 26, 2012 2:12 am

no comment.
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Master Wonder Mage
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Post by Master Wonder Mage » Thu Jul 26, 2012 3:06 am

Yzfm wrote:You are right, but actually through hexediting it's possible to give spikeballs GLOW Option!! :shock: :shock: :D :D

1.Give a chomper the model of a spikeball or give a spikeball a logic of a chomper.

2.Let the player start ond a GC with CMD 51 to change the movementtype of the chomp to spikeball movement..

3. Find what Data number the glow option for the chomp is, and give that adjustment to the spikeball wop.

Correct me if I'm wrong, however I think the balls will Nyak and not Poing..

The result?? A glowing spikeball!! :D
You are wrong. You can't give a chomper any other models because it requires the mouth movement. You would need to hex-edit the .wg to change the move animation, which no one knows how to do and it would be extremely hard even if you did.


Let's just put it this way. Start working on the gem gate first.
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Post by Dark Drago » Thu Jul 26, 2012 3:13 am

Nice Work!
It looks epic....
Ooo...
Got a use in my hub
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Post by llarson » Thu Jul 26, 2012 3:24 am

Um I was joking about the "to light up the dark levels" thing. I already knew you couldn't make spikeballs luminescent . However I thought adding another perimeter would do it but I guess not.
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Post by ab-47 » Thu Jul 26, 2012 3:35 am

llarson wrote: Even if it's just recolouring it doesn't matter if it takes 1 minute or 100 years to make art. I mean a recoloured chomper could look really good even if it only took 2 minutes.
Are you saying this 2 minute recolouring is art? gimme a break in here!

*sigh*, I guess hand-made stuff has gone extinct, however, I don't consider recolouring true art, I don't know about this, but you might point out at ice that I praised him yet so he just used the recolouring feature, but he did tell us that he only recoloured instead of bragging about awesome recolouring he made, he just went straight to the point, I aproned that he didn't want to brag or say how awesome he worked at it, He simply said "So, what I did is take the original textures from the game, open them in Photoshop, and recolor them by adjusting the hues. Nothing else. In no way are these my own work, these are MS's work, recolored by someone that barely knows how to use Photoshop." And I'm sure he added that he needed them, So I don't think It'll be very praising for those who call their recolour nonsense by "Art"

Art Is like words, It describes the insides and the outsides of it, I don't trust your art, nor those who think their art is brightness/recolouring/contrast features, I myself to be honest, used to do that for my level textures, But not the whole level texture, maybe two or three tiles to make the level texture look intense, the rest is a very hard work to be made, The hardest level textures that I have made are the "dark castle" and "choco", because I needed to use too much elements.

learn adobe Photoshop, I'm learning it and it's very useful, It's a very perfect tool for those who wants to make art, if you Want more info. about image and tile editing and designing, go to Pawelec's topic again, I think you know where it is. :)

Don't get very angry in here, I'm just trying to help, I don't like people who underestimate their simpler but lazy art with hard but interesting HAND made art... :wink:
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Post by Yzfm » Thu Jul 26, 2012 8:47 am

Master Wonder Mage wrote:
Yzfm wrote:You are right, but actually through hexediting it's possible to give spikeballs GLOW Option!! :shock: :shock: :D :D

1.Give a chomper the model of a spikeball or give a spikeball a logic of a chomper.

2.Let the player start ond a GC with CMD 51 to change the movementtype of the chomp to spikeball movement..

3. Find what Data number the glow option for the chomp is, and give that adjustment to the spikeball wop.

Correct me if I'm wrong, however I think the balls will Nyak and not Poing..

The result?? A glowing spikeball!! :D
You are wrong. You can't give a chomper any other models because it requires the mouth movement. You would need to hex-edit the .wg to change the move animation, which no one knows how to do and it would be extremely hard even if you did.


Let's just put it this way. Start working on the gem gate first.
Then give a spikeball the logi of a chomper..
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Post by ab-47 » Thu Jul 26, 2012 10:06 am

Yzfm wrote:
Then give a spikeball the logic of a chomper..
no, it won't work... a spikeyball will copy all it's logic, making it exactly as a chomper, I'm sure that It'll also cause MAV
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Post by Yzfm » Thu Jul 26, 2012 10:41 am

CMD 51 will make us avoid that..

Why would it mav??
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Post by Master Wonder Mage » Thu Jul 26, 2012 4:02 pm

Because of my post. Giving a spikeyball the logic of a chomper is exactly the same as giving a chomper a spikeyball model.
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Post by Wonderman109 » Thu Jul 26, 2012 4:22 pm

There you guys go arguing again and polluting topics. I'm just glad Emerald hasn't gotten involved in this, him being the best debater with the best debating skills, or I'd be tempted to troll him along with everyone else. :twisted: :oops: :roll:

Has anyone even downloaded my rainbow spikeyball texture or is it just going to go to waste? :? :|
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Yzfm
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Post by Yzfm » Thu Jul 26, 2012 5:24 pm

The rainbow ball texture looks simple, but pretty ingame:

RAINBOW MAGIC!! :lol: :D

EDIT: Tried the ball-chomp thingy, does not work...
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Post by Wonderman109 » Thu Jul 26, 2012 5:55 pm

Yzfm wrote:The rainbow ball texture looks simple, but pretty ingame:

RAINBOW MAGIC!! :lol: :D

EDIT: Tried the ball-chomp thingy, does not work...
I did test the texture in-game. That's how it looked and I thought it was good enough.

BTW, where did you get the rainbow glove icon? Whenever I pick up rainbow magic, the icon box is empty. :?
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Post by llarson » Thu Jul 26, 2012 6:12 pm

Wonderman109 wrote:
Yzfm wrote:The rainbow ball texture looks simple, but pretty ingame:

RAINBOW MAGIC!! :lol: :D

EDIT: Tried the ball-chomp thingy, does not work...
I did test the texture in-game. That's how it looked and I thought it was good enough.

BTW, where did you get the rainbow glove icon? Whenever I pick up rainbow magic, the icon box is empty. :?
I agree :shock:
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Post by ab-47 » Thu Jul 26, 2012 6:34 pm

It's not that of a magic trick, he just added the gloves in the graphics area. :?
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Post by Yzfm » Thu Jul 26, 2012 6:36 pm

I combined pieces of gloves together, and edited the jdpot-tuboebse.wdf...

Looks good??
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