Things that don't quite fit into an other topic topic
Things that don't quite fit into an other topic topic
Well, I thought that since the off-topic section had an off-topic topic, I thought I'd make one for the WA Editor.
This is mostly for little things like "P.S. I am almost done with my weapon of mass destruction" or "I made a puffy scritter with inverted eyes".
Here's my dedication to such a topic.
Spikie(ey?)s!
This is mostly for little things like "P.S. I am almost done with my weapon of mass destruction" or "I made a puffy scritter with inverted eyes".
Here's my dedication to such a topic.
Spikie(ey?)s!
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.
But of course (I use this solution quite a lot), PowerWop comes handy heredig 222 wrote:Those were some rather odd spikeyballs.
Since this doesn't seem to fit into another topic, would it be possible to make a levelexit with an id, that can be activated and de-activated?
"Let us return to the past; it will be progress."
by Giuseppe Verdi
by Giuseppe Verdi
Actually, powerwop's not been able to help me out with that - not since my last test, any ways.
Though I did test it in the alpha version(I think), I am still not sure if it'll work now.
Though I did test it in the alpha version(I think), I am still not sure if it'll work now.
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.
Well, I imported my Level Exit WOP and added ID, Active, ActivationType and ActivationSpeed parameters - everything works for me.Jutomi wrote:Actually, powerwop's not been able to help me out with that - not since my last test, any ways.
Though I did test it in the alpha version(I think), I am still not sure if it'll work now.
"Let us return to the past; it will be progress."
by Giuseppe Verdi
by Giuseppe Verdi
- StinkerSquad01
- Rainbow AllStar
- Posts: 4250
- Joined: Mon Aug 09, 2010 3:39 am
Oh! That might be why; I don't add activation type or activation speed.Pawelec wrote:Well, I imported my Level Exit WOP and added ID, Active, ActivationType and ActivationSpeed parameters - everything works for me.
And.. faces? Why are there faces?
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.
And an atari symbol.Jutomi wrote:Oh! That might be why; I don't add activation type or activation speed.Pawelec wrote:Well, I imported my Level Exit WOP and added ID, Active, ActivationType and ActivationSpeed parameters - everything works for me.
And.. faces? Why are there faces?
Don't come in contact with contaminants.
- StinkerSquad01
- Rainbow AllStar
- Posts: 4250
- Joined: Mon Aug 09, 2010 3:39 am
Actually - and I know this may be random -, I think that after seeing Koopson's last post, his signature inspired me to make a hubby progress thingy in my signature.
Why his, I'm not sure - it just did.
So, err, there's that; look under my name if you want to see how many things I came up with.
...
Horrible... strange... things...
...
never to be compared with The End, though; that's just terrifying.
Why his, I'm not sure - it just did.
So, err, there's that; look under my name if you want to see how many things I came up with.
...
Horrible... strange... things...
...
never to be compared with The End, though; that's just terrifying.
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.
Oh...
just so you know, I am suspecting that I am going to be adding quite a few inventions of my own in JA:HOTSP.
They won't be any thing like Mynameiskooky's End games...
but, they'll be... different.
I suspect that the first of these "inventions"(:lol:) will be located in the second world(After world 0, Friendlyside).
The later inventions... err...
I'll have to think about where to put them.
P.S. I think I am all so going to have some invaluable use of the ?Default texture; so, if you see that, that probably means it's a mutation.
(Either that, or it's some kind of butter world)
...
I should probably stop typing before I give away too many spoilers...
just so you know, I am suspecting that I am going to be adding quite a few inventions of my own in JA:HOTSP.
They won't be any thing like Mynameiskooky's End games...
but, they'll be... different.
I suspect that the first of these "inventions"(:lol:) will be located in the second world(After world 0, Friendlyside).
The later inventions... err...
I'll have to think about where to put them.
P.S. I think I am all so going to have some invaluable use of the ?Default texture; so, if you see that, that probably means it's a mutation.
(Either that, or it's some kind of butter world)
...
I should probably stop typing before I give away too many spoilers...
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.
Good news, I am triple posting.
Well, does any person mind of my asking how flyover works?
I am trying to make a new invention, but I can't seem to make it so that if you fly through with a spring, you continue flying.
The idea is that if an object comes in at one angle, it turns 90 degrees the direction of the button beneath it.
This was to be mostly used as a way of changing directions from when you use springs.
Well, does any person mind of my asking how flyover works?
I am trying to make a new invention, but I can't seem to make it so that if you fly through with a spring, you continue flying.
The idea is that if an object comes in at one angle, it turns 90 degrees the direction of the button beneath it.
This was to be mostly used as a way of changing directions from when you use springs.
You do not have the required permissions to view the files attached to this post.
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.
Huh. I thought flyover meant it activates even if you fly over it, like the way they made the warp tunnels? Y'know the tunnels that usually precede a rainbow gate? Or if you fly over a button, it still activates?Jutomi wrote:Good news, I am triple posting.
Well, does any person mind of my asking how flyover works?
I am trying to make a new invention, but I can't seem to make it so that if you fly through with a spring, you continue flying.
The idea is that if an object comes in at one angle, it turns 90 degrees the direction of the button beneath it.
This was to be mostly used as a way of changing directions from when you use springs.
Don't come in contact with contaminants.
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9711
- Joined: Mon Dec 01, 2008 10:18 pm
-
- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm
I have actually used this in two secret levels of mine.
The one should be out by late June...
and, the other is part of the hub, which comes out who knows when.
The one should be out by late June...
and, the other is part of the hub, which comes out who knows when.
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
So I thought about making a separate thread for this, but I don't think it needs one, partially because it still doesn't quite work and partially because it's got very little practical use.
As mentioned in the WIP Adventures thread on page 5, I've been experimenting with a relatively consistent cross-level day-night cycle system in the Editor.
I don't really have any proper reason for this. I don't have much use for it other than as a matter of curiosity. I'm not sure if anyone else will (at least not as a day-night cycle), either, but whatever.
The player's start point is on one of the buttons to the left. Each button corresponds to a "bookmarked" time of day, i.e. when the light level changes (daytime, dusk, night, sunrise), for the cycle to start at (i.e. cycle 1 is day/dusk/night/sunrise, cycle 2 is dusk/night/sunrise/day, etc). The buttons open the gates nearby, which opens the main gate that starts the time cycle.
The sizable thing I've forgotten to implement at this stage is how to actually stop the currently running cycle. I have an idea on how to put that in, just need to stop being lazy and do it.
Whenever the bridges are activated, the turtles run over a series of CMD41 commands...
... to clone the Star NPCs back to starting position for the cycle. The commands are alternating between CMD6, to change light, and the NPC Move button, to keep them going.
At the end of the hallway is a switch to activate a Pow shooter, to destroy the stars at the end of the hallway so the cycle doesn't get clogged up.
The empty 3 hallways in that picture correspond to the level-exit arrows in this level. Specifically, they (are going to) have a CMD4 command to alter the X/Y positions of the arrows based on the time of day.
This system is (read: will be, because I'm lazy and haven't done it yet) set up in the other levels. What the altered co-ordinates do is change the initial button the player presses, and by extension, where the day/night cycle actually starts.
The obvious problem is that this doesn't account for the exact time between the light level changing, it's only approximate - You could be halfway from one bookmarked time to the next, but a level-change would just reset back to whatever the last bookmarked time was. In theory, you could make progressively more and more accurate timers with this system, but the more "times" there are, the more complicated the system will be (the system is currently 25 horizontal by 35 vertical, for a level with 3 unique exits and four bookmarked times, to give a sense of scale). There are definitely ways to make the system more efficient than what's shown here - For instance, you could effectively cut the space taken up by the main loop hallways in half by having each star with a unique ID instead of duplicating the same star for each hallway.
Ultimately, I don't think there's really any way to use this in an adventure as something other than eye candy. It'd be interesting in a hub (part of the reason I wanted to look into this was because I thought a day-night cycle in HR would be cool), though difficult to set up. I suppose the most interesting thing I can think of for this to be used for would be giving NPCs a "schedule" that they follow, even when you're in a different level.
For instance, in a town made of multiple levels, you could theoretically (it'd be much more complex than this system) use this to have a postman character or some such running around, similar to what Majora's Mask's NPCs do. I dunno, it's something.
Having said that, I do think that, if this system proves to function as intended (which it does so far), it'll provide a way to "carry" information between levels other than the commands done on an adventure's completion in hubs.
(though knowing the people around here who are better with WA-engine mechanisms than i am, i wouldn't be surprised if someone already figured out a way to do that, but whatever)
As mentioned in the WIP Adventures thread on page 5, I've been experimenting with a relatively consistent cross-level day-night cycle system in the Editor.
I don't really have any proper reason for this. I don't have much use for it other than as a matter of curiosity. I'm not sure if anyone else will (at least not as a day-night cycle), either, but whatever.
The player's start point is on one of the buttons to the left. Each button corresponds to a "bookmarked" time of day, i.e. when the light level changes (daytime, dusk, night, sunrise), for the cycle to start at (i.e. cycle 1 is day/dusk/night/sunrise, cycle 2 is dusk/night/sunrise/day, etc). The buttons open the gates nearby, which opens the main gate that starts the time cycle.
The sizable thing I've forgotten to implement at this stage is how to actually stop the currently running cycle. I have an idea on how to put that in, just need to stop being lazy and do it.
Whenever the bridges are activated, the turtles run over a series of CMD41 commands...
... to clone the Star NPCs back to starting position for the cycle. The commands are alternating between CMD6, to change light, and the NPC Move button, to keep them going.
At the end of the hallway is a switch to activate a Pow shooter, to destroy the stars at the end of the hallway so the cycle doesn't get clogged up.
The empty 3 hallways in that picture correspond to the level-exit arrows in this level. Specifically, they (are going to) have a CMD4 command to alter the X/Y positions of the arrows based on the time of day.
This system is (read: will be, because I'm lazy and haven't done it yet) set up in the other levels. What the altered co-ordinates do is change the initial button the player presses, and by extension, where the day/night cycle actually starts.
The obvious problem is that this doesn't account for the exact time between the light level changing, it's only approximate - You could be halfway from one bookmarked time to the next, but a level-change would just reset back to whatever the last bookmarked time was. In theory, you could make progressively more and more accurate timers with this system, but the more "times" there are, the more complicated the system will be (the system is currently 25 horizontal by 35 vertical, for a level with 3 unique exits and four bookmarked times, to give a sense of scale). There are definitely ways to make the system more efficient than what's shown here - For instance, you could effectively cut the space taken up by the main loop hallways in half by having each star with a unique ID instead of duplicating the same star for each hallway.
Ultimately, I don't think there's really any way to use this in an adventure as something other than eye candy. It'd be interesting in a hub (part of the reason I wanted to look into this was because I thought a day-night cycle in HR would be cool), though difficult to set up. I suppose the most interesting thing I can think of for this to be used for would be giving NPCs a "schedule" that they follow, even when you're in a different level.
For instance, in a town made of multiple levels, you could theoretically (it'd be much more complex than this system) use this to have a postman character or some such running around, similar to what Majora's Mask's NPCs do. I dunno, it's something.
Having said that, I do think that, if this system proves to function as intended (which it does so far), it'll provide a way to "carry" information between levels other than the commands done on an adventure's completion in hubs.
(though knowing the people around here who are better with WA-engine mechanisms than i am, i wouldn't be surprised if someone already figured out a way to do that, but whatever)
ThisQloof234 wrote:So I thought about making a separate thread for this, but I don't think it needs one, partially because it still doesn't quite work and partially because it's got very little practical use.
As mentioned in the WIP Adventures thread on page 5, I've been experimenting with a relatively consistent cross-level day-night cycle system in the Editor.
....
....
....
could reaaaally be useful in my hub....
However if I used it in the hub it would require a few teaks...
I would just like to mention that I intend to make this game more enjoyable, balanced, and over-all more interactive than the last game.
For one, I actually increased the size of the Ring of Fire.
For two, Scorchtown is now a whole lot larger, featuring four parts(instead of two), and some rather interesting new and helpful sign people.
There are all so many hidden secrets when it comes to something involving most-every sign on the planet...
I wonder what this could be.
For one, I actually increased the size of the Ring of Fire.
For two, Scorchtown is now a whole lot larger, featuring four parts(instead of two), and some rather interesting new and helpful sign people.
There are all so many hidden secrets when it comes to something involving most-every sign on the planet...
I wonder what this could be.
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.
I have a question.
How do you guys activate gates via commands?
I can't figure out id-to-gate things.
How do you guys activate gates via commands?
I can't figure out id-to-gate things.
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.
Woops, scratch that; I just figured out how.
I tested it with command four first, I guess that might have been the problem.
I tested it with command four first, I guess that might have been the problem.
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.
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9711
- Joined: Mon Dec 01, 2008 10:18 pm
"The Adventures of the Hypnotic Wall of Doom" would be an interesting concept, actually...
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.
I guess I'll soon find out...
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.