Page 5 of 30
Posted: Fri Mar 28, 2014 7:20 pm
by Jutomi
Don't worry, it's not that; I've not gone that far.
Though there is something peculiar in there, and it's one of my...
creations?
Yes, lets go with that word.

Posted: Fri Mar 28, 2014 7:35 pm
by Koopson44
Well there is a plant i dont think ive seen before, the black chargers, and the reversed floor and wall graphics.
Posted: Fri Mar 28, 2014 7:46 pm
by Pawelec
Jutomi wrote:Though there is something peculiar in there, and it's one of my...
creations?
Yes, lets go with that word.

Do I see a barrel not being destroyed by spikeyballs in upper-left corner?
Posted: Fri Mar 28, 2014 7:56 pm
by Jutomi
You can find out once I open this for alpha testing.

Posted: Fri Mar 28, 2014 8:26 pm
by Emerald141
Posted: Fri Mar 28, 2014 10:10 pm
by Sammy_P
progress

Posted: Fri Mar 28, 2014 10:24 pm
by Koopson44
Cool
Posted: Fri Mar 28, 2014 10:59 pm
by Jutomi
That's pretty ingenious.

Posted: Fri Mar 28, 2014 11:42 pm
by Qloof234
Something I'm messing about with, more out of a "can this be done" factor than actually using it for something.
This is a (very) work-in-progress "day-night" transition system. This is very, very rudimentary - it takes up a large amount of space already, despite being very simple and frankly kind of ugly in-game.
I'll post the adventure on here when done, just as a sort of concept thing. Maybe some of the more technically-minded people on here can figure out how to refine this and make it usable.
EDIT: Yeah, I know it'd be more efficient to use NPCs in some manner instead of spikeys, i'm just stubborn so i'm keeping going with what i've got here
Posted: Fri Mar 28, 2014 11:52 pm
by Koopson44
Qloof234 wrote:Something I'm messing about with, more out of a "can this be done" factor than actually using it for something.
This is a (very) work-in-progress "day-night" transition system. This is very, very rudimentary - it takes up a large amount of space already, despite being very simple and frankly kind of ugly in-game.
I'll post the adventure on here when done, just as a sort of concept thing. Maybe some of the more technically-minded people on here can figure out how to refine this and make it usable.
EDIT: Yeah, I know it'd be more efficient to use NPCs in some manner instead of spikeys, i'm just stubborn so i'm keeping going with what i've got here
Why does the text look so small?
Posted: Fri Mar 28, 2014 11:56 pm
by Qloof234
I honestly have no idea. Probably GeForce related shenanigans, though.
Posted: Sat Mar 29, 2014 2:22 am
by Qloof234
Let's try this again.
Much better, even if I've barely started.
EDIT: No, wait, I don't think that'll work either... Hmm.
Posted: Sat Mar 29, 2014 2:35 am
by Jutomi
I know how you feel, Qloof.
Posted: Sat Mar 29, 2014 2:40 am
by Emerald141
Posted: Sat Mar 29, 2014 3:14 am
by Qloof234
It's supposed to be a day-night transition system, which carries the approximate time between levels (and I already have an idea on how to possibly make this work involving command 4). There's pretty much no practical use for it, I'm just doing this because I feel like it.
Basic (aka "not even remotely basic") idea: There are x instances of the day-night loop (where x is equal to how many "significant" times there are, i.e. morning/midday/afternoon/night, in this case 4) in a level (with only one running at once), with y*x secondary loops running (where y is the number of level-exits that lead to unique locations - multiple level-exits with the same level/destination aren't included here) a series of command 4 events running to change the exit arrow's X/Y destination.
The destinations on the arrow don't actually point to the proper entrance, but to specific squares that activate the corresponding day-night loop before teleporting the player to the entrance. Each one is offset to the next significant time.
So, for instance, if the significant times are 4:00, 6:00 and 8:00 (arbitrary examples), if the player heads to another level after 4 but before 6, the time on the new level is set to 4. If it's after 6 but before 8, it's set to 6, and so on.
The problem I'm having right now is a two-way street. If I use spikeyballs, like I was originally going to, the mechanism takes up a huge amount of space. If I use NPCs, the issue becomes how to "stop" the routine and prep it for being restarted when necessary - I have an idea on how to possibly do this, but then the problem is making it fail-safe, i.e. preventing any chance of NPC death.
EDIT: Just realized, there may actually be a bug I can take advantage of here... Going to go check.
EDIT2: Yup, I might be able to work this out using my original idea. Cool~
Posted: Sat Mar 29, 2014 5:07 am
by Wonderland King
I live in Los Angeles, practically known as the earthquake capital of the world, but I had never felt one before. So a couple hours ago, I decided I was finally ready to start MI, and around 15-30 minutes after I started, there was a big earthquake which scared the you-know-what out of me and my family and we had to go outside. Turns out there were three downtown, and they were pretty big. I'm still a big paranoid about the aftershock.
A good omen for my hub, don't you think?
(I currently have 2 .wlvs and 4 .dias finished.)

Posted: Sat Mar 29, 2014 5:23 am
by Koopson44
Wonderland King wrote:I live in Los Angeles, practically known as the earthquake capital of the world, but I had never felt one before. So a couple hours ago, I decided I was finally ready to start MI, and around 15-30 minutes after I started, there was a big earthquake which scared the you-know-what out of me and my family and we had to go outside. Turns out there were three downtown, and they were pretty big. I'm still a big paranoid about the aftershock.
A good omen for my hub, don't you think?
(I currently have 2 .wlvs and 4 .dias finished.)

Thats horrible! Hope your hub goes good though. I would really like to play it. I am also making a hub.
Posted: Sat Mar 29, 2014 2:34 pm
by Jutomi
I never really understood why cities were made on earthquake capitols.
I am sure you'll be all right, Wonderland King.

Posted: Sat Mar 29, 2014 3:26 pm
by StinkerSquad01
Probably because people didn't realize they were on the edges of tectonic plates until after the cities were established.
Posted: Sat Mar 29, 2014 4:14 pm
by Koopson44
StinkerSquad01 wrote:Probably because people didn't realize they were on the edges of tectonic plates until after the cities were established.
True.
Posted: Sat Mar 29, 2014 4:40 pm
by Master Wonder Mage
I should be able to get my laptop with all information back today or tomorrow. Hoping to release TMD18 either next weekend or the weekend after that.
Posted: Sat Mar 29, 2014 4:42 pm
by Koopson44
Master Wonder Mage wrote:I should be able to get my laptop with all information back today or tomorrow. Hoping to release TMD18 either next weekend or the weekend after that.
Thats good.
Posted: Sat Mar 29, 2014 7:22 pm
by Wonderman109
Some progress on my storyline premier. It's going to be much bigger than what I first planned.
Posted: Sat Mar 29, 2014 7:36 pm
by Koopson44
Wonderman109 wrote:Some progress on my storyline premier. It's going to be much bigger than what I first planned.
Byotiful
Posted: Sat Mar 29, 2014 11:03 pm
by Qloof234
So I think I'm making good progress on this day/night system now. Still a WIP, of course, but I think this one might actually work. It still relies on CMD41, but uses Star/Wysp NPCs instead.
Posted: Sat Mar 29, 2014 11:22 pm
by Master Wonder Mage
Master Wonder Mage wrote:I should be able to get my laptop with all information back today or tomorrow. Hoping to release TMD18 either next weekend or the weekend after that.
OOOOOOOR not. TMD18 is fried.
Posted: Sat Mar 29, 2014 11:58 pm
by Jutomi
,_,
Err...
I was just about to announce that
Scorchtown was about to be recreated...
Sorry to see that, MWM!

Posted: Sun Mar 30, 2014 12:34 am
by Wonderman109
Master Wonder Mage wrote:Master Wonder Mage wrote:I should be able to get my laptop with all information back today or tomorrow. Hoping to release TMD18 either next weekend or the weekend after that.
OOOOOOOR not. TMD18 is fried.

Posted: Sun Mar 30, 2014 12:46 am
by Wonderland King
Master Wonder Mage wrote:Master Wonder Mage wrote:I should be able to get my laptop with all information back today or tomorrow. Hoping to release TMD18 either next weekend or the weekend after that.
OOOOOOOR not. TMD18 is fried.

Sorry to hear that.
Posted: Sun Mar 30, 2014 2:50 am
by Wonderman109
I have finished the first 10 wlvs of my adventure. This last one might be laggy due to all the copy-pasting of rainbow coins that the spikeyball will cause.