cbloopy wrote:How come Wee Stinkers can't follow you through a LevelExit (red arrow) into another level?
If a gold coin is almost the size of a Stinker, how could you be carrying hundreds of them over the course of the game?
Shouldn't something happen when a Brr spellball collides with a Pow (or Fireflower) spellball?
Strange thoughts about Wonderland (Silly thread)
Moderators: ~xpr'd~, tyteen4a03, Stinky, Emerald141, Qloof234, jdl
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
Don't forget, the main theme of WA is "magic" ......mqdar wrote:They aren't really that big, I think.
They just look that big so that it's easier to collect them. However, this brings up another point: How then do the coins block spellballs?
Perhaps they can travel beyond the third dimension.mqdar wrote:Yes! Unless... maybe the spellballs have magic that prevents them from colliding with other spellballs.
Maybe the spellballs are just dust and the powers don't take effect until it hits an object or reaches the destination.AJQZC wrote:Perhaps they can travel beyond the third dimension.mqdar wrote:Yes! Unless... maybe the spellballs have magic that prevents them from colliding with other spellballs.
I'll get a toontown membership if I can make bread.
						Another funny thing
Unless somebody has already mentioned this,
  
If you have a boulder (for example) and put it in the water and then
put a box in the water that you have already put the boulder in
the water will be full.
BUT thats wrong because you would have a box half
poking out of the water!!
Why does that not happen??
			
									
									
						If you have a boulder (for example) and put it in the water and then
put a box in the water that you have already put the boulder in
the water will be full.
BUT thats wrong because you would have a box half
poking out of the water!!
Why does that not happen??
Re: Another funny thing
Actually it doesn't work like that.billy bob wrote:Unless somebody has already mentioned this,
If you have a boulder (for example) and put it in the water and then
put a box in the water that you have already put the boulder in
the water will be full.
BUT thats wrong because you would have a box half
poking out of the water!!
Why does that not happen??
If a tile of water was, for example, 10cm deep, then you put a box into it, it would float and therefore only take the top 5cm of it, while a boulder would sink to the lower 5cm.
and that means if you put a boulder in the water, then put a box in it, then the box would only be in it's floating position because the boulder isn't even tall enough to keep the box raised above the water.
I hope that made sense.
Which brings up another point...
dlcs18
						What I mean is that, imagine there's a pit of 1.2 Stinkermetre (can't think of other units of length) deep, and there are 3 steel boxes with height 0.5 Stinkermetre.
Thus, when you push in the last box......
  
			
													Thus, when you push in the last box......
					Last edited by AJQZC on Sun Apr 26, 2009 8:13 am, edited 1 time in total.
									
			
									
						- Kilicool64
 - Rainbow Wizard
 - Posts: 460
 - Joined: Fri Oct 26, 2007 3:15 pm
 
I think the fact they're moving so fast is the problem - if a fast wind (or even sound waves) pass over water, there's a chance it'll ripple or possibly become a wave.
Putting that with the fact that Z-Bots die when passing over water, I would say that the water splashes up onto them, and as we know, most technology doesn't work well in water.
			
									
									
						Putting that with the fact that Z-Bots die when passing over water, I would say that the water splashes up onto them, and as we know, most technology doesn't work well in water.
It's not that hard to come up with some kind of game logic addressing this. It could be that if the sunken box's top is lower than ground level by a certain amount it's still water. If the next box going on top emerges above water level more than a certain amount, then it's wall (or if you prefer, you can push the half-submerged box but then you fall into water and drown), otherwise it's floor.AJQZC wrote:What I mean is that, imagine there's a pit of 1.2 Stinkermetre (can't think of other units of length) deep, and there are 3 wooden boxes with height 0.5 Stinkermetre.
Thus, when you push in the last box......![]()
Also, if we stipulate that there are only wooden boxes and they float, then the behavior won't have to be much different from other things in WA that already could float on water, like turtles and crabs.
*gets an idea*cbloopy wrote:Also, if we stipulate that there are only wooden boxes and they float, then the behavior won't have to be much different from other things in WA that already could float on water, like turtles and crabs.
As for Z-Bots, the problem being that they go so fast that they could move over the water, which is why I explained it like that (water flies up from motion... Boom.)
Or maybe, z-bots have to push down air to keep them in the air, but that disturbes the water, and some water splashes up and hits the z-bot.Qloof234 wrote:*gets an idea*cbloopy wrote:Also, if we stipulate that there are only wooden boxes and they float, then the behavior won't have to be much different from other things in WA that already could float on water, like turtles and crabs.
As for Z-Bots, the problem being that they go so fast that they could move over the water, which is why I explained it like that (water flies up from motion... Boom.)
I don't think that would happen in real life, but remember, Wonderland might have different physical laws than this world.
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
For the next game, we can have special teleporters that direct shooting balls to leave from the other side (in the same direction).  
For example, if there's a chomper lurking at the end of a teleporter, you could shoot a POW at the teleporter (in the correct direction) and hey presto! The chomper dies.
			
									
									
						For example, if there's a chomper lurking at the end of a teleporter, you could shoot a POW at the teleporter (in the correct direction) and hey presto! The chomper dies.
- 
				Emerald141
 - Rainbow AllStar
 - Posts: 4548
 - Joined: Fri Dec 26, 2008 4:56 pm
 
- 
				Emerald141
 - Rainbow AllStar
 - Posts: 4548
 - Joined: Fri Dec 26, 2008 4:56 pm
 

