WA3 Editor suggestions

Help Topics, Bug Reports, Feature Requests, etc.
User avatar
Blazeknight
Rainbow Master
Posts: 797
Joined: Sun Nov 04, 2012 5:50 am

Post by Blazeknight » Sat Nov 30, 2013 6:05 am

Qloof234 wrote:
Blazeknight wrote:It'd be nice to have white magic as the magic that came in a beta version video of wa1 during its creation period
We already pretty much have that in the form of Flash.

Also, re: Water Chompers - They don't actually change the "level" they're on. They cross tiles with the water logic while being moved about 1 tile downwards. Not the same as actually switching "layers".
But flash uses 2 spells to move an object whereas null uses only one spell... but still you can't move when using null
Happy to Help!

Check out my works @ http://quaziiquce.webs.com
User avatar
Jutomi
Rainbow AllStar
Posts: 4364
Joined: Tue Oct 15, 2013 8:42 pm

Post by Jutomi » Mon Dec 16, 2013 10:05 pm

Sorry if this is a minor, perhaps even unnecessary bump, but...

Please, tell me conveyor belts world over lava. :shock:
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
User avatar
Nobody
Rainbow Spirit Chaser
Posts: 5542
Joined: Thu Aug 21, 2008 5:52 pm

Post by Nobody » Mon Dec 16, 2013 11:42 pm

I'm not sure what that means.
i should change my signature to be rude to people who hate pictures of valves
User avatar
Jutomi
Rainbow AllStar
Posts: 4364
Joined: Tue Oct 15, 2013 8:42 pm

Post by Jutomi » Mon Dec 16, 2013 11:59 pm

World over lava?

:roll:

I meant, work over lava. You know, like how transporters work for both lava and water, I wonder if conveyors work for both lava and water.
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
User avatar
Wonderman109
Rainbow MegaStar
Posts: 3530
Joined: Thu Jun 28, 2012 11:25 pm

Post by Wonderman109 » Sun Dec 22, 2013 3:29 am

Make lighting adjustments slower, and the rate of deleting characters in
the Introductory text slower too. I can never delete less than two characters
at a time, and I always have to play around with the lighting filters to be
on or even close to the level I want.
User avatar
Jutomi
Rainbow AllStar
Posts: 4364
Joined: Tue Oct 15, 2013 8:42 pm

Post by Jutomi » Sun Dec 22, 2013 3:59 am

Err - if you do that, I'd like some sort of shift feature for that, too.
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
User avatar
Jutomi
Rainbow AllStar
Posts: 4364
Joined: Tue Oct 15, 2013 8:42 pm

Post by Jutomi » Sun Dec 22, 2013 7:05 am

Oh, sorry about the double post and that this is ratherly a question more than a request, but...

How does floing effect conveyor belts?

Does it act as grow? Does it freeze the conveyor belts?
Does it stop every thing that walks on it, but do nothing to the conveyorbelt itself?

Plus, I'd like to know how floing effects in-water dragon turtles.

If you know any thing, I'd be more than happy if you let me know. :D
If you know, but don't want to tell me; I'd not blame you after that discussion in the off topic section. :roll:
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Sun Dec 22, 2013 7:27 am

Floing bubbles act as a wall to conveyors when there's something in them, but otherwise they pass right through.

Also, what do you mean by Floing affecting Turtles that are in the water? You mean ones who are still swimming? It doesn't do anything to them.
Image
User avatar
Krishiv738
Rainbow Keeper
Posts: 340
Joined: Mon Jul 22, 2013 9:47 am

Post by Krishiv738 » Sun Dec 22, 2013 9:08 am

Qloof234 wrote:Floing bubbles act as a wall to conveyors when there's something in them, but otherwise they pass right through.

Also, what do you mean by Floing affecting Turtles that are in the water? You mean ones who are still swimming? It doesn't do anything to them.
Turtle swim beneath them
I am getting outta here, nothing is new, everything is boring.
User avatar
Pawelec
Rainbow Master
Posts: 690
Joined: Tue Jul 15, 2008 8:37 am

Post by Pawelec » Sun Dec 22, 2013 2:27 pm

Krishiv738 wrote:
Qloof234 wrote:Floing bubbles act as a wall to conveyors when there's something in them, but otherwise they pass right through.

Also, what do you mean by Floing affecting Turtles that are in the water? You mean ones who are still swimming? It doesn't do anything to them.
Turtle swim beneath them
However, if you place a Flo Bubble over the water next to the floor tiles (so the turtle passes it before falling into the water), it traps the turtle. Same for crabs.
"Let us return to the past; it will be progress."
by Giuseppe Verdi
User avatar
Jutomi
Rainbow AllStar
Posts: 4364
Joined: Tue Oct 15, 2013 8:42 pm

Post by Jutomi » Sun Dec 22, 2013 3:51 pm

Aw neat, thanks :D
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
User avatar
Wonderland King
Rainbow Master
Posts: 945
Joined: Thu Jan 17, 2013 12:48 am

Post by Wonderland King » Sat Jan 11, 2014 5:33 pm

Qloof234 wrote:
Emerald141 wrote:
yot yot5 wrote:I would love to see the ability to activate commands in a WLV file different to the one you're currently in. :)
This is the #1 thing I'd like to see added, yeah.
Gonna have to ditto this. There are certainly workarounds that can give similar effects (even in adventures), but they're not failsafe most of the time. :?
What are they?
User avatar
Wonderman109
Rainbow MegaStar
Posts: 3530
Joined: Thu Jun 28, 2012 11:25 pm

Post by Wonderman109 » Thu Jan 16, 2014 2:59 am

CMD 22 is one, but it glitches out a lot.
User avatar
Jutomi
Rainbow AllStar
Posts: 4364
Joined: Tue Oct 15, 2013 8:42 pm

Post by Jutomi » Thu Jan 16, 2014 3:00 am

I only trust 21.

Thank Lexie so much for telling me, by the way. :shock:
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
User avatar
Qloof234
Rainbow AllStar
Posts: 4193
Joined: Wed Oct 03, 2007 10:33 pm
Location: Canada

Post by Qloof234 » Thu Jan 16, 2014 5:14 am

Late reply, but one thing I've done is if I need something to happen in a room once the player leaves it, on a square horizontal/vertical of the exit arrow (depending on whether the arrow is horizontal or vertical), I'll have a general CMD button that opens a gate or triggers something, releasing a turtle/spikeball to execute a few GCMD's.

The initial "activator" is activated by a fast, hidden chomper, so that when the player steps on the exit, the chomper immediately presses the original button.

Obviously this isn't perfect, because it requires that the row/column the level-exit is on has no other player-accessible tiles (though you can probably circumvent this), but I've found it to work quite well.
Image
User avatar
Wonderland King
Rainbow Master
Posts: 945
Joined: Thu Jan 17, 2013 12:48 am

Post by Wonderland King » Thu Jan 16, 2014 5:34 am

Thanks! :D Good to know for now. Hopefully the WA3E will have a feature that allows you to select the .wlvs. That would be great. :)

EDIT: Actually, building off your idea, I think I came up with a more flexible way to do this. First, make sure that immediately when you enter a .wlv, you deactivate a chomper with ID 1, for instance. Then after you win the challenge, talk to the stinker, whatever you need to do in that .wlv, you activate the chomper with ID 1. You'd have the chomper along a strip of floor on the far right side. Then, on the chomper's strip, lined up with the red arrow you want to take you to the area with the command, have a GC button that'll activate things with ID 2, right in between buttons that'll deactivate ID 2. This'll ensure that ID 2 will only be active if you're directly on a certain row. Then, with a chomper on a strip at the top of the level, make a GC button with ID 2 lined up with the red arrow. This GC button will be the one with the command you want done in another .wlv.

EDIT2: Oh, and of course, the GC buttons with ID 2 would start inactive.
User avatar
dig 222
Rainbow Star
Posts: 1279
Joined: Sat Jan 15, 2011 11:44 am

Post by dig 222 » Tue Jan 21, 2014 3:35 pm

Can't believe no-one has said this yet.
A command that toggles a thwarts ability to shoot fire.
Unless that already does exist. :oops:
User avatar
Pawelec
Rainbow Master
Posts: 690
Joined: Tue Jul 15, 2008 8:37 am

Post by Pawelec » Tue Jan 21, 2014 4:51 pm

dig 222 wrote:Can't believe no-one has said this yet.
A command that toggles a thwarts ability to shoot fire.
Unless that already does exist. :oops:
It exists, but it is most probably the unfamous CMD 4...
"Let us return to the past; it will be progress."
by Giuseppe Verdi
User avatar
Wonderman109
Rainbow MegaStar
Posts: 3530
Joined: Thu Jun 28, 2012 11:25 pm

Post by Wonderman109 » Sat Feb 08, 2014 1:58 am

More expressions for stinkers-or maybe making eyes and mouth separate (you'd have eyes- open/closed and mouth- smile/open/frown/sad

Just an idea :idea:
Post Reply