WA Editor Ideas
WA Editor Ideas
Could there be a topic where everyone could share their own WA Editor ideas?
My ideas are:
1. All objects have another parameter of what object layer they are (there is layer 0 and layer 1 (
the 'flip' bug would be fixed because it goes strange with two of the same object))
2. In the tile section, something saying how the top and tiles are fliped i.e if it says "top" it means the tile
hasn't been flipped. "Right", "Down", and "Left" say the direction that the tile is flipped in, and "Mirrored"
added means that the tile has been mirrored.
3. An object "Ice Wall Reflecter" which is a reflector.
4. It would be nice to have boxes that you can push, because the WA Editor supports keyboard control.
My ideas are:
1. All objects have another parameter of what object layer they are (there is layer 0 and layer 1 (
the 'flip' bug would be fixed because it goes strange with two of the same object))
2. In the tile section, something saying how the top and tiles are fliped i.e if it says "top" it means the tile
hasn't been flipped. "Right", "Down", and "Left" say the direction that the tile is flipped in, and "Mirrored"
added means that the tile has been mirrored.
3. An object "Ice Wall Reflecter" which is a reflector.
4. It would be nice to have boxes that you can push, because the WA Editor supports keyboard control.
Last edited by mqdar on Mon Feb 04, 2008 8:02 am, edited 1 time in total.
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It would be cool if the Rainbow Shards in the Object Tweaker could have some options to go to a location when you play the shard 3 times and do the combination like in the actual game.
CombiLevel: (The area in your adventure it would go to)
CombiX: (The X position of where you would end up)
CombiY: (The Y position of where you would end up)
CombiLevel: (The area in your adventure it would go to)
CombiX: (The X position of where you would end up)
CombiY: (The Y position of where you would end up)
Last edited by dlcs18 on Mon Feb 04, 2008 2:18 am, edited 1 time in total.
dlcs18
Costom gates, buttons and keys 

Last edited by maxnick on Tue Feb 05, 2008 1:41 am, edited 1 time in total.
Uijt jt nz tjhobuvsf.
What do you mean?maxnick wrote:Costom gates, buttons and keys
How about a secondary winning condition?
For example:
Winning Condition: Destroy All Fireflowers
Winning Condition #2: Save #10 (click and right-click to change number) Cuboids
Last edited by mqdar on Thu Feb 07, 2008 7:49 am, edited 1 time in total.
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New colors and textures that you could create.mqdar wrote:What do you mean?maxnick wrote:Costom gates, buttons and keys
Last edited by maxnick on Tue Feb 05, 2008 1:41 am, edited 1 time in total.
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- wondertown
- Rainbow Wizard
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Stuff
every old feature from the wonderland series includeing my playable characters trampolines boulders bridges
oh yeah and a super adventure
description: a super adventure is basicly like wonderland adventures where you walk on a star you start an adventure that way the gate
(gates have 2 options of star or coin but whats the point of star where you cant get more than 1 per adventure)
oh yeah and a super adventure
description: a super adventure is basicly like wonderland adventures where you walk on a star you start an adventure that way the gate
(gates have 2 options of star or coin but whats the point of star where you cant get more than 1 per adventure)
I know I've already posted quite a few ideas, but:
For stars that start an adventure when you walk on them, the parameters could be:
ID=1, 2, 3, ...
Active=Yes, No
AdventureStart=<adventure#>
LoseExitX=0 --> <level size x>
LoseExitY=0 --> <level size y>
WinExitX and WinExitY same as LoseExitX and LoseExitY
WinCommand=<com #>
WinData1 to WinData4 linked with WinCommand
The adventure directories would be like this:
Adventures/<adventure name>/Hub
Adventures/<adventure name>/Adventure1
Adventures/<adventure name>/Adventure2
Adventures/<adventure name>/Adventure3
...
For stars that start an adventure when you walk on them, the parameters could be:
ID=1, 2, 3, ...
Active=Yes, No
AdventureStart=<adventure#>
LoseExitX=0 --> <level size x>
LoseExitY=0 --> <level size y>
WinExitX and WinExitY same as LoseExitX and LoseExitY
WinCommand=<com #>
WinData1 to WinData4 linked with WinCommand
The adventure directories would be like this:
Adventures/<adventure name>/Hub
Adventures/<adventure name>/Adventure1
Adventures/<adventure name>/Adventure2
Adventures/<adventure name>/Adventure3
...
Last edited by mqdar on Thu Feb 07, 2008 7:52 am, edited 1 time in total.
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- Kilicool64
- Rainbow Wizard
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- tyteen4a03
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Happy 888 posts!(good in Chinese,means loads of money goes to youErwin042 wrote:When you have to collect gems to end the level/adventure, the amount of your gems is not displayed. (like in Killicool64's Red Room).
Usage of the shard would be very nice to combine in mutiple rooms.

Yup,it's VERY useful when you are in the first level,and yuo want to go to another level(in NO connection)
- tyteen4a03
- Rainbow AllStar
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How about being able to play more than one stinker in a level, changing from one to another with a key
like Space or Enter (Return)? You could even have data in individual adventures saying what custom
stinker to use!
like Space or Enter (Return)? You could even have data in individual adventures saying what custom
stinker to use!
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Re: Stuff
They will be a funny thing!2yu556 wrote:every old feature from the wonderland series includeing my playable characters trampolines boulders bridges
oh yeah and a super adventure
description: a super adventure is basicly like wonderland adventures where you walk on a star you start an adventure that way the gate
(gates have 2 options of star or coin but whats the point of star where you cant get more than 1 per adventure)
But if it really does,it will be an "Free"WA




I have a few ideas and comments:
I think Shard Teleporting is a great idea, like in WA. But, however, I think it should have these options:
WarpLevel:
WarpX:
WarpY:
Require ID: (item you must have to use shard, default "none")
Require #: (number of coins/gems needed to use. Subtracts object afterward)
# of Strikes: (# of strikes to repeat, default 7)
Here is another idea:
Magic Changers will change the current magic you have, but you still have the same number of charges. For example, you "Blink" across a few gaps. You take 6 jumps and have 3 charges left. You step on a "Brr Changer" and now have to freeze your way across water. But the water is 4 tiles long, and you have 3 charges, because there was a better "Blink" path that took less charges, and even a better way, so that you will have an extra "Brr" charge to get some gems. "Blink" would make it much easier, and a full "Brr" charge would make it easy, too.
I think Shard Teleporting is a great idea, like in WA. But, however, I think it should have these options:
WarpLevel:
WarpX:
WarpY:
Require ID: (item you must have to use shard, default "none")
Require #: (number of coins/gems needed to use. Subtracts object afterward)
# of Strikes: (# of strikes to repeat, default 7)
Here is another idea:
Magic Changers will change the current magic you have, but you still have the same number of charges. For example, you "Blink" across a few gaps. You take 6 jumps and have 3 charges left. You step on a "Brr Changer" and now have to freeze your way across water. But the water is 4 tiles long, and you have 3 charges, because there was a better "Blink" path that took less charges, and even a better way, so that you will have an extra "Brr" charge to get some gems. "Blink" would make it much easier, and a full "Brr" charge would make it easy, too.
what would be easier would be "Blinking" OVER the "Brr Charger" and still having blink. also, why don't you put this in the "fun ideas" thread, because i doesn't have much to do with the editor, unless you want it invisible.quick11 wrote:Magic Changers will change the current magic you have, but you still have the same number of charges. For example, you "Blink" across a few gaps. You take 6 jumps and have 3 charges left. You step on a "Brr Changer" and now have to freeze your way across water. But the water is 4 tiles long, and you have 3 charges, because there was a better "Blink" path that took less charges, and even a better way, so that you will have an extra "Brr" charge to get some gems. "Blink" would make it much easier, and a full "Brr" charge would make it easy, too.

i should change my signature to be rude to people who hate pictures of valves
I agree with Erwin about the gems collection - it would be nice to know how many you have already collected.
Apart from that it would like to be able to collect stars, so that we could use the star gates. Perhaps they could have an "end level or just collect" toggle.
Apart from that it would like to be able to collect stars, so that we could use the star gates. Perhaps they could have an "end level or just collect" toggle.
Liz (the Wiz)
No trees were killed in the making of this message...however, a large number of electrons were horribly inconvenienced
No trees were killed in the making of this message...however, a large number of electrons were horribly inconvenienced
Put the "Brr Changer" in a corner. You won't be able to "Blink" over it.nobody wrote:what would be easier would be "Blinking" OVER the "Brr Charger" and still having blink.
The "Magic" category would have the subcategorys "Magic Chargers" and "Magic Changers". Here's the object:
Category: Magic
Subcategory: Magic Changers
ColorChange: (choose magic)
Reply
The Ice Wall Gate!
Normal gates behaves like walls, this gate will behaves like ICE wall.
Normal gates behaves like walls, this gate will behaves like ICE wall.
"Let us return to the past; it will be progress."
by Giuseppe Verdi
by Giuseppe Verdi