@John; Great website! We can use that without question.
As for the textures, did you use that Game Data trick/make the folder and download the Custom Content zip in there (extracted)?
@cbloopy; Heh... Whoops.
@cbloopy & mqdar; This game isn't trying to be hard, and let's not forget this is the very beginning.
As for Chasm Chamber, I have no idea what happened - Back while using the WA Editor system, it was easy. Putting it into MoFI suddenly made it harder to dodge the fireballs.
There's the same problem in Flowers in the Cave - The Floing charger was added because after hitting the button it suddenly became impossible to pass the Fire Flowers.
I can move it to later, sure. First off, however, I'm going to look into its sudden difficulty jump.
@ cbloopy; Maybe we could call this a proof-of-concept for the system we're using?
NPCs will be added very soon. As for a Story, I thought that we would want to add one after we're sure that the system works fine.
The question now is, does anyone have an idea of a story we could use?
Before anyone asks, no I'm not very good at this kind of thing (thinking up stories like this) most of the time.
@Dlcs; We're using the MoFI Demo system, remember?
Adventures - Data folder (or unzip the Adventure1 - Adventure15 and Hub folders in to Data/Adventures)
Music - Data folder (or extract the .ogg files into Data/Music)
Graphics - Data folder (or extract all those .wdf files and the Map and Logos folder into Data/Graphics)
Custom Content - Game Data folder (create it yourself, or start the game, but before you do so localsaveoff.txt must be localsaveon.txt))
mpbe - Extract the .wdf file into the main game's folder to replace the already existing mpbe.wdf - It replaces the loading screen and works fine.
In theory this won't be necessary for future demo releases, because then it'll just be new hubs and adventures being added, and in some cases we might use more Custom textures.
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Okay, on the subject of Chasm Chamber. I really have no idea what happened here. I thought it was more annoying too, but not impossible, but that's because I made the adventure. At the time, I wasn't expecting it to be a huge pain like it is now for players.
I think one of the reasons MoFI is so much harder than WA (and that this demo is harder than it was in the editor) is because MoFI uses a different fireball recognition system.
What I mean is that in WA, the Fireball has to collide with the player's model to hurt them. If it's on the tile you're just passing off of, but it hasn't hit your character, then nothing happens.
However, in MoFI, for some reason this system has been altered. Instead of having to hit your player's character model, it tests to be
on the same tile as your player,
even if you're passing on to the next tile. Take the above example; You walk past a fireball in WA, it hits the tile you're walking off of, but nothing happens. However, once you take it into MoFI, if you're walking off the tile and the fireball goes over the tile you're walking off of, you'll get hurt.
I'm not even kidding here - MoFI's fireball system makes the game so much more tedious.
In the Editor:
To pass the level, you have to walk down to the first gate and use the key, then walk back to the point where the floor curves around in an L shape. After that, walk back to the last gate, open it, and hurry to the star.
In the MoFI Demo:
Do the above, but you have to run as soon as the gate starts opening, as opposed to once it's open, and you have to run a long ways back as well. Even after that, thanks to the weird MoFI fireball collision, you have to take your time so as to get in.
I'm not sure if this problem has something to do with the new magic or the lack of Homing Flowers, or maybe even the addition of Ice Flowers, but it's like something that happened while testing the game...
SPOILERS! (Quotebox for convenience while reading) wrote:While testing the game, both designers and testers were having some issues with getting Baby Boomers (the small Kaboom!s that are like Wee Stinkers) through small passages. This issue caused the game to be much more tedious than it is now, because they would walk into enemies, or walk into springs causing them to whack into each other and die. I made a test comparison level, and it was found out that one snippet of code made it comparatively harder to navigate tight quarters with the little guys.
Why am I comparing this? I think that a stray bit of code that could be thanks to new magic (POW), Ice Flowers, the non-existant Homing Missile, or maybe even Brr getting recoded, that has caused the game to suddenly run a different check for fireball collision.
Personally, I tihnk it might be POW's fault, because there's a similar glitch there - cast POW in a direction you can walk, and quickly tap the arrow key in that direction. If done right, you'll burn yourself on your own POW spell.
However, this Flower problem also seems to happen with Ice Flowers.
To ANYONE reading this who doesn't believe it, I swear I'm not making ANY of this up. I've experienced this problem so many times in MoFI, and it's always made me wonder:
"What the hell is going on here???"
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I'll try and fix this soon, but I gotta go to school ATM...