WA Editor with MoFI components?

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Qloof234
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WA Editor with MoFI components?

Post by Qloof234 » Fri Dec 12, 2008 11:47 pm

Well, it says in the Midnight Post that there's plenty of new stuff in MoFI, including magic, but can we expect to see a public WA Editor with the components from MoFI?

Just wondering.
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richmond2010
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Post by richmond2010 » Fri Dec 12, 2008 11:48 pm

I was wondering that too.
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Post by jdl » Sat Dec 13, 2008 12:12 am

Yeah! A MOFI Editor! :D
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Post by Com Rante » Sat Dec 13, 2008 12:15 am

Sooner or later one might come out. There was one used to make the game, so creating a public version shouldn't be too hard. It would need to be polished a bit however.
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Post by richmond2010 » Sat Dec 13, 2008 12:44 am

Maybe Patrick would make an update, not a separate editor. It may contain:

New Textures
The Flip Bridge
The Crab thing
and new magic
and many more...

:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
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Post by jdl » Sat Dec 13, 2008 12:47 am

I think a seperate editor would be easier because its already made and like Com Rante said, it would need some polishing.
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Post by Qloof234 » Sat Dec 13, 2008 12:58 am

So in plain English, a seperate editor would take less time but you would need to use it for playing levels made with it, and an update would take longer and yet we could use the same editor for both WA and MOFI levels.

Maybe we could have a seperate editor until an update could be made? :lol:

But in all honesty, an update would be more convenient for playing adventures.
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Post by Com Rante » Sat Dec 13, 2008 3:06 am

I think you guys misunderstood what I was saying. The editor used to make WA:MOFI basically is an update to the current WA editor. The WA:MOFI editor can play WA adventures since they both use the same file format. All MS needs to do is fix up the MOFI editor a tad and then, well, release it.

I cannot confirm however that this is Midnight Synergy's intentions or not.
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Post by Qloof234 » Sat Dec 13, 2008 3:11 am

Com Rante wrote:I think you guys misunderstood what I was saying. The editor used to make WA:MOFI basically is an update to the current WA editor. The WA:MOFI editor can play WA adventures since they both use the same file format. All MS needs to do is fix up the MOFI editor a tad and then, well, release it.

I cannot confirm however that this is Midnight Synergy's intentions or not.
So it's already an update? Cool.

I already knew it could play WA levels though, I just guessed that that was because it was made like that :P
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Post by mqdar » Sat Dec 13, 2008 6:01 am

But think about how it all happened with the original WA Editor.
Everything had been figured out well before the editor came out. There weren't many (if any) 'surprises' in the editor, that is, hardly any objects unseen in WA, and zero new tile properties, only discoveries of things that only a very watchful player could otherwise figure out. :wink:
The editor ITSELF was the surprise, wasn't it? Unbelievable at first. :!: :!: :mrgreen: :lol:

But MOFI hasn't even been out for a week. Having a new editor released would allow people to investigate the editor and discover all these new 'unseen' features! And what do you think MS would think of that?
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Post by richmond2010 » Sat Dec 13, 2008 6:24 am

Well is was actually an update. If you search the music in your Wonderland Adventures, and Mysteries of Fire Island folder (C:/Program Files/___)(for Windows XP) and you will see both has 5.ogg.
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Post by Com Rante » Sat Dec 13, 2008 6:28 am

mqdar wrote:But think about how it all happened with the original WA Editor.
Everything had been figured out well before the editor came out. There weren't many (if any) 'surprises' in the editor, that is, hardly any objects unseen in WA, and zero new tile properties, only discoveries of things that only a very watchful player could otherwise figure out. :wink:
The editor ITSELF was the surprise, wasn't it? Unbelievable at first. :!: :!: :mrgreen: :lol:

But MOFI hasn't even been out for a week. Having a new editor released would allow people to investigate the editor and discover all these new 'unseen' features! And what do you think MS would think of that?
Excellent point mqdar! I couldn't agree more. :wink:
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Post by Qloof234 » Sat Dec 13, 2008 6:28 am

mqdar wrote:But think about how it all happened with the original WA Editor.
Everything had been figured out well before the editor came out. There weren't many (if any) 'surprises' in the editor, that is, hardly any objects unseen in WA, and zero new tile properties, only discoveries of things that only a very watchful player could otherwise figure out. :wink:
The editor ITSELF was the surprise, wasn't it? Unbelievable at first. :!: :!: :mrgreen: :lol:

But MOFI hasn't even been out for a week. Having a new editor released would allow people to investigate the editor and discover all these new 'unseen' features! And what do you think MS would think of that?


:lol: :lol: :lol:

Good points made, but I'm still already thinking of ideas using what there is to be found in MoFI.
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Post by jdl » Sat Dec 13, 2008 4:59 pm

If he releases the editor, will it be able to have hubs? I would like hubs, wouldn't you? :D There would be 2 options after you enter the adventures file name. It would say "Create A Stand-Alone Adventure" then it would say "Create Adventures With Hub Levels" or something. :D
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Post by duncan » Sat Dec 13, 2008 5:14 pm

THE ZIP IS EMPTY!
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Anytime, Anyplace, Adventure Always Awaits!
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Post by Nobody » Sat Dec 13, 2008 5:26 pm

duncan wrote:THE ZIP IS EMPTY!
Dun dun DUN!!! :P
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Post by jdl » Sat Dec 13, 2008 5:36 pm

How can you zip up nothing, when there's nothing to zip? :lol: :lol: :lol:
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Post by mqdar » Sat Dec 13, 2008 6:06 pm

Nobody wrote:
duncan wrote:THE ZIP IS EMPTY!
Dun dun DUN!!! :P
:lol: :lol: :lol: :lol: :lol:

What zip?
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Post by Qloof234 » Sat Dec 13, 2008 8:04 pm

The zip in richmond's post, it's empty.

And yet it's still 22 bytes? :lol:

Weird... But yeah, it is empty. I downloaded it, nothing there.
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Post by jdl » Sat Dec 13, 2008 8:06 pm

Maybe the zip file (the zip part) is 22 bytes! :lol:
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Post by richmond2010 » Sat Dec 20, 2008 12:16 am

I can't attach .MP3 file, but I can put it in a zip. The .mp3 is 25 bytes, maybe Patrick removed it.

EDIT: In my original version, the .MP3 in the .ZIP is still there.
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Post by bround » Sat Dec 20, 2008 7:56 am

no MOFI editor
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Post by jdl » Sat Dec 20, 2008 11:23 pm

Hmm... If he does make it so we can create hubs, here is how the stars would apply:

Where it is: Objects > Items > Adventure (Adventure being the star.)

Its properties:

ID: Whatever.
Active: Y/N.
Adv Num: The adventures file number.
Start X: Whatever.
Start Y: Whatever.
End Level: The level you exit the adventure from when you win.
End X: The level you exit the adventure from's X coordinate. (When you win.)
End Y: The level you exit the adventure from's Y coordinate.(When you win.)

The "More" Button:
Abt Level: The level you go to whenever you abort.
Abt X: The level you abort to's X coordinate.
Abt Y: The level you abort to's Y coordinate.
Zadjust: Raise or lower the star. Optional to have for the item.

That is basicly all you need you that item.

You know the stars you can collect in the hub? You can have those too! Look:

Where it is: Objects > Items > Collectable Star (This being the collectable star and not the ending adventure star.)

ID: Whatever.
Active: Y/N.
Zadjust: Raise or lower the star. (Not the adventure star.)

What do you think of that? :P
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Post by mqdar » Sun Dec 21, 2008 12:03 am

Jdl, about the stars that you just collect:

You could just have another property in Objects > Items > Gold Star, so:

ID: #
Active: Yes/No
ZAdjust: #
Type: Finish Adventure/Collect
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Post by jdl » Sun Dec 21, 2008 2:07 am

Oh yes! You would do that instead of making two different objects. Plus, when you select collect, the visual will change to the collectable ones.
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Post by quick11 » Sun Dec 21, 2008 2:58 am

jdl, about your hub post; You might want to add these:

Success Action: The action the game does if you win
Data1:
Data2:
Data3:
Data4:

This is because, in WA, when you win an adventure, it sometimes does something, like activate a bridge to get across.

Just an idea.
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Post by jdl » Sun Dec 21, 2008 1:09 pm

Your right! It would be (Adding on after Abt Y.):

Level for CMD: The level the CMD will be used in.
Level CMD: The CMD.
Data 1: Whatever.
Data 2: Whatever.
Data 3: Whatever.
Data 4: Whatever.
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Post by AJQZC » Sat Jan 24, 2009 1:33 am

By then there would be much more characters, objects and commands, right? Items that shoot ice towards people (as in Within an Ace? I don't know what they are really), or 'rainbow coins', or crabs? I can't really think of that many commands, but to shoot fireballs from the sky should be one of them.
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Post by mqdar » Sat Jan 24, 2009 2:11 am

No point in this post now. :wink:
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Post by AJQZC » Sat Jan 24, 2009 3:45 am

mqdar wrote:
AJQZC wrote:By then there would be much more characters, objects and commands, right? Items that shoot ice towards people (as in Within an Ace? I don't know what they are really), or 'rainbow coins', or crabs? I can't really think of that many commands, but to shoot fireballs from the sky should be one of them.
Do. Not. Reveal. Features. From. MOFI.

Unless with a really big spoiler beforehand.
Sorry. Edited.
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