wonderland development

Discuss the games (no level solutions or off-topic, please).

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Caton
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wonderland development

Post by Caton » Wed Jul 13, 2016 9:24 pm

Last edited by Caton on Thu Jul 14, 2016 1:00 am, edited 2 times in total.
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Timecrokba
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Post by Timecrokba » Wed Jul 13, 2016 9:28 pm

Its privated. If you want us to be able to view it change it to Unlisted or Public.

Edit: Fixed
Last edited by Timecrokba on Thu Jul 14, 2016 1:49 am, edited 1 time in total.
Caton
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Post by Caton » Thu Jul 14, 2016 12:33 am

oops meant to set to unlisted
video is fixed
https://www.youtube.com/watch?v=joyPp0EGz3U
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cloudrac3r
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Post by cloudrac3r » Thu Jul 14, 2016 1:25 am

What is this supposed to be? A coily bouncing back and forth? So what?
Caton
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Post by Caton » Thu Jul 14, 2016 9:19 am

you made gameboy wld game so what?
it took a long time get it work to get the coily to work so far it reads all floor tiles from lv5 format.

it will read objects like coily so far.
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cloudrac3r
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Post by cloudrac3r » Thu Jul 14, 2016 11:09 am

Ok...
But I still have no idea what you are showing us. As far as I can see, it looks like RTW with some Alt+X magic. What have you actually done? Is this another game?
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Post by Caton » Thu Jul 14, 2016 11:27 am

it's a online wonderland I'm working on. wouldn't be cool to have a wonderland online game where puzzles can be solved to together also you can chat on the game.
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Post by Caton » Thu Jul 14, 2016 3:46 pm

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LittleZbot
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Post by LittleZbot » Thu Jul 14, 2016 3:50 pm

If you had told us that from the start, we would have been impressed. At least, I was. :) Good luck!
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
Discord: LittleZbot#3936
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jdl
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Post by jdl » Thu Jul 14, 2016 4:18 pm

Just remember that you can't use the assets (textures, models, music, fonts) from the original games in the final product of your game.
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Caton
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Post by Caton » Thu Jul 14, 2016 4:18 pm

anybody interested in this project?
I not going to I was using them to test object functions.
unless I give it to patrick I can use the assets.
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LittleZbot
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Post by LittleZbot » Thu Jul 14, 2016 4:26 pm

I, myself, am quite interested and would like to see how it goes. :)
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
Discord: LittleZbot#3936
Caton
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Post by Caton » Thu Jul 14, 2016 4:43 pm

If I gave the final version to Patrick maybe we could have a wonderland community online game.

anyone would like to be a beta test just contact me.
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cloudrac3r
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Post by cloudrac3r » Sat Jul 16, 2016 9:19 am

Ok then. Online Wonderland sounds great! It'd be nice if I knew that at the start.
Since you're actually making it, may I request a feature? If it has an editor, it would be nice for people to be able to collaborate with creating puzzles, since I've seen a lot of collabs.
And also, what programming language are you using (eg Java, Visual Basic, C++, Unity), what IDE (eg text editor, Visual Studio, NetBeans, Eclipse)? Are these tools free (to use)? Will your code be open source so other people can contribute?
One more thing - this appears to be the original Wonderland trilogy because Coilys and LV5 files. Is that so? Or is it WA somehow?
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Post by Caton » Sun Aug 14, 2016 3:03 am

does anybody know the wa water texture height and width?
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Post by garirry » Sun Aug 14, 2016 6:44 am

I'm pretty sure it's 64 x 64
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cloudrac3r
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Post by cloudrac3r » Sun Aug 14, 2016 10:10 am

Isn't there a readable texture file you can look at in the WA or WA3E game files?
And does that mean that this is WA?
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Post by Caton » Sun Aug 14, 2016 3:45 pm

I just can't tell.

I'm trying to program the game to animate the water movements

and yes this is wa.

but the water tile texture doesn't seem to work, with 64x64
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Post by garirry » Sun Aug 14, 2016 4:04 pm

Wait, I'm am idiot. I saw the 512*512 texture page yesterday which I somehow calculated as 64*64 per tile. It's probably 128*128.
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Post by Caton » Sun Aug 14, 2016 6:36 pm

I wonder why the water uses frames?
i know why for the different types of water like green or lava.
I can't seem to run the frames right in blitz3d it's not smooth like in wa
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jdl
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Post by jdl » Sun Aug 14, 2016 9:03 pm

If I'm understanding correctly, it's probably that each water texture is 128 x 512, but a water tile in-game only shows 128 x 128 (scaled down to 64 x 64 most likely) at a time, and the rest of the 512 that isn't shown is moving into view.
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Caton
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Post by Caton » Mon Aug 15, 2016 7:10 am

I could use cooldudepoke's help with the level editing programming.
after get the idea of the game I will want to switch from blitz3d dx7 to c++ dx9 for newer gfx features and faster preferment and other new stuff blitz3d didn't have.
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