Post Pictures and Progress of In-Progress Adventures Here
Don't worry, it's not that; I've not gone that far.
Though there is something peculiar in there, and it's one of my...
creations?
Yes, lets go with that word.
Though there is something peculiar in there, and it's one of my...
creations?
Yes, lets go with that word.
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
You can find out once I open this for alpha testing.
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
-
- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm
That's pretty ingenious.
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
Something I'm messing about with, more out of a "can this be done" factor than actually using it for something.
This is a (very) work-in-progress "day-night" transition system. This is very, very rudimentary - it takes up a large amount of space already, despite being very simple and frankly kind of ugly in-game.
I'll post the adventure on here when done, just as a sort of concept thing. Maybe some of the more technically-minded people on here can figure out how to refine this and make it usable.
EDIT: Yeah, I know it'd be more efficient to use NPCs in some manner instead of spikeys, i'm just stubborn so i'm keeping going with what i've got here
This is a (very) work-in-progress "day-night" transition system. This is very, very rudimentary - it takes up a large amount of space already, despite being very simple and frankly kind of ugly in-game.
I'll post the adventure on here when done, just as a sort of concept thing. Maybe some of the more technically-minded people on here can figure out how to refine this and make it usable.
EDIT: Yeah, I know it'd be more efficient to use NPCs in some manner instead of spikeys, i'm just stubborn so i'm keeping going with what i've got here
Why does the text look so small?Qloof234 wrote:Something I'm messing about with, more out of a "can this be done" factor than actually using it for something.
This is a (very) work-in-progress "day-night" transition system. This is very, very rudimentary - it takes up a large amount of space already, despite being very simple and frankly kind of ugly in-game.
I'll post the adventure on here when done, just as a sort of concept thing. Maybe some of the more technically-minded people on here can figure out how to refine this and make it usable.
EDIT: Yeah, I know it'd be more efficient to use NPCs in some manner instead of spikeys, i'm just stubborn so i'm keeping going with what i've got here
Don't come in contact with contaminants.
I know how you feel, Qloof.
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
-
- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm
It's supposed to be a day-night transition system, which carries the approximate time between levels (and I already have an idea on how to possibly make this work involving command 4). There's pretty much no practical use for it, I'm just doing this because I feel like it.
Basic (aka "not even remotely basic") idea: There are x instances of the day-night loop (where x is equal to how many "significant" times there are, i.e. morning/midday/afternoon/night, in this case 4) in a level (with only one running at once), with y*x secondary loops running (where y is the number of level-exits that lead to unique locations - multiple level-exits with the same level/destination aren't included here) a series of command 4 events running to change the exit arrow's X/Y destination.
The destinations on the arrow don't actually point to the proper entrance, but to specific squares that activate the corresponding day-night loop before teleporting the player to the entrance. Each one is offset to the next significant time.
So, for instance, if the significant times are 4:00, 6:00 and 8:00 (arbitrary examples), if the player heads to another level after 4 but before 6, the time on the new level is set to 4. If it's after 6 but before 8, it's set to 6, and so on.
The problem I'm having right now is a two-way street. If I use spikeyballs, like I was originally going to, the mechanism takes up a huge amount of space. If I use NPCs, the issue becomes how to "stop" the routine and prep it for being restarted when necessary - I have an idea on how to possibly do this, but then the problem is making it fail-safe, i.e. preventing any chance of NPC death.
EDIT: Just realized, there may actually be a bug I can take advantage of here... Going to go check.
EDIT2: Yup, I might be able to work this out using my original idea. Cool~
Basic (aka "not even remotely basic") idea: There are x instances of the day-night loop (where x is equal to how many "significant" times there are, i.e. morning/midday/afternoon/night, in this case 4) in a level (with only one running at once), with y*x secondary loops running (where y is the number of level-exits that lead to unique locations - multiple level-exits with the same level/destination aren't included here) a series of command 4 events running to change the exit arrow's X/Y destination.
The destinations on the arrow don't actually point to the proper entrance, but to specific squares that activate the corresponding day-night loop before teleporting the player to the entrance. Each one is offset to the next significant time.
So, for instance, if the significant times are 4:00, 6:00 and 8:00 (arbitrary examples), if the player heads to another level after 4 but before 6, the time on the new level is set to 4. If it's after 6 but before 8, it's set to 6, and so on.
The problem I'm having right now is a two-way street. If I use spikeyballs, like I was originally going to, the mechanism takes up a huge amount of space. If I use NPCs, the issue becomes how to "stop" the routine and prep it for being restarted when necessary - I have an idea on how to possibly do this, but then the problem is making it fail-safe, i.e. preventing any chance of NPC death.
EDIT: Just realized, there may actually be a bug I can take advantage of here... Going to go check.
EDIT2: Yup, I might be able to work this out using my original idea. Cool~
Last edited by Qloof234 on Sat Mar 29, 2014 6:17 am, edited 2 times in total.
- Wonderland King
- Rainbow Master
- Posts: 945
- Joined: Thu Jan 17, 2013 12:48 am
I live in Los Angeles, practically known as the earthquake capital of the world, but I had never felt one before. So a couple hours ago, I decided I was finally ready to start MI, and around 15-30 minutes after I started, there was a big earthquake which scared the you-know-what out of me and my family and we had to go outside. Turns out there were three downtown, and they were pretty big. I'm still a big paranoid about the aftershock.
A good omen for my hub, don't you think?
(I currently have 2 .wlvs and 4 .dias finished.)
A good omen for my hub, don't you think?
(I currently have 2 .wlvs and 4 .dias finished.)
Thats horrible! Hope your hub goes good though. I would really like to play it. I am also making a hub.Wonderland King wrote:I live in Los Angeles, practically known as the earthquake capital of the world, but I had never felt one before. So a couple hours ago, I decided I was finally ready to start MI, and around 15-30 minutes after I started, there was a big earthquake which scared the you-know-what out of me and my family and we had to go outside. Turns out there were three downtown, and they were pretty big. I'm still a big paranoid about the aftershock.
A good omen for my hub, don't you think?
(I currently have 2 .wlvs and 4 .dias finished.)
Don't come in contact with contaminants.
I never really understood why cities were made on earthquake capitols.
I am sure you'll be all right, Wonderland King.
I am sure you'll be all right, Wonderland King.
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
- StinkerSquad01
- Rainbow AllStar
- Posts: 4250
- Joined: Mon Aug 09, 2010 3:39 am
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
- Wonderman109
- Rainbow MegaStar
- Posts: 3530
- Joined: Thu Jun 28, 2012 11:25 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
,_,
Err...
I was just about to announce that Scorchtown was about to be recreated...
Sorry to see that, MWM!
Err...
I was just about to announce that Scorchtown was about to be recreated...
Sorry to see that, MWM!
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
- Wonderman109
- Rainbow MegaStar
- Posts: 3530
- Joined: Thu Jun 28, 2012 11:25 pm
- Wonderland King
- Rainbow Master
- Posts: 945
- Joined: Thu Jan 17, 2013 12:48 am
- Wonderman109
- Rainbow MegaStar
- Posts: 3530
- Joined: Thu Jun 28, 2012 11:25 pm