Page 57 of 60

Posted: Sat Jul 21, 2012 7:04 pm
by Yzfm
DP

Here's a proof on the shadow thingy:

Posted: Sat Jul 21, 2012 7:09 pm
by ab-47
interesting.... now we could just change it's model into either a barrel or a box... But are you sure it doesn't go up while you are pushing it left or right or down?

Posted: Sat Jul 21, 2012 7:25 pm
by Yzfm
It doesn't, but there's a problem:

If you restart, abort or close the wg.exe while you are inside the wlv that contains it,MAV or (the wg.exe has stopped working) To avoid that, make an extra wlv at the beginning that is always reachable, and put the gold star in a separate wlv....

There must be some way to avoid that,

I should post this as a video on YouTube..

Posted: Sat Jul 21, 2012 8:47 pm
by Wonderman109
Cool hex-editing, Yzfm. 8)

Posted: Sat Jul 21, 2012 8:48 pm
by Yzfm
Thanks, forgot to say:

HAPPY 57th PAGE

Posted: Sat Jul 21, 2012 11:14 pm
by MyNameIsKooky
Yzfm: What you did was change the DragonTurtle's MovementType to Scritter Distance 1. This means that the monster will flee you in a Scritter-like fashion when you're one tile away from it. The object you created is essentially the same thing as a red crab, except it has a different model and only flees when you're one tile away. I'm not sure why it MAVs, but it probably has to do with you using the !Cuboid model, which is also probably why it's invisible.

So yeah, this shadow thing isn't anything new.

Posted: Fri Aug 31, 2012 7:35 pm
by Wonderman109
MyNameIsKooky wrote:Yzfm: What you did was change the DragonTurtle's MovementType to Scritter Distance 1. This means that the monster will flee you in a Scritter-like fashion when you're one tile away from it. The object you created is essentially the same thing as a red crab, except it has a different model and only flees when you're one tile away. I'm not sure why it MAVs, but it probably has to do with you using the !Cuboid model, which is also probably why it's invisible.

So yeah, this shadow thing isn't anything new.
:(

*bump*

Yzfm, could you still release the wop here? PLEASE? :lol: I have an idea for something to do with it...and I also wonder if it's possible to give it the red crab model... :wink:

Posted: Sat Sep 08, 2012 11:15 am
by Pawelec
As you may have already noticed, it's hard to me to give up with regular MOFI editor...

...so I'm trying to make it myself. All I need to do is to code the MOFI models into the Editor.exe, like cbloopy did with MOFI scenery. The trouble is I don't know how to get the code separated from the rest of the app. Opening it in any hex/text editor is useless. Is there any way to decompile Editor.exe?

Posted: Tue Sep 11, 2012 1:45 am
by Wonderman109
Not that I know of. Sorry.

Posted: Sat Nov 03, 2012 7:59 pm
by Wonderman109
Bump. Where is the chart listing the numbers for activation types? I want to give a tollgate Grow Z activation.

Posted: Sat Nov 03, 2012 8:42 pm
by Yzfm
http://www.pcpuzzle.com/forum/viewtopic ... 515#289515

Yeah, It was just two pages behind.

Posted: Thu Nov 15, 2012 3:48 pm
by Pawelec
Is there any way to get rid of stars falling in MOFI main menu?

Posted: Thu Nov 15, 2012 10:09 pm
by Wonderman109
I think that's coded in, but there might be a way to re-texture the stars to be black and therefore invisible. I don't know for sure. :| :oops:

Posted: Thu Nov 15, 2012 10:24 pm
by Yzfm
I THINK that stars use the gold star model. So no.

Maybe if we can make it choose another obstacle it may work. Not sure enough.

Posted: Mon Feb 25, 2013 9:17 pm
by Wonderman109
*BUMPUS LUMPUS*

I was wondering, would it be at all possible to save crimson magic logic as a different colour file in the PotZ editor's magic charger wop when the editor comes out? I can think of some really interesting ideas for Floing and Bounce.

Posted: Mon Feb 25, 2013 10:34 pm
by Emerald141

Posted: Tue Feb 26, 2013 12:18 am
by Wonderman109
And there's no way that the new code can take in a logic from the old code?

Posted: Tue Feb 26, 2013 10:12 pm
by dig 222
There was a topic on this a few pages back. Hopefully MS will re-add the crimson magic in the POTZ editor. :) (It makes some interesting puzzles and its hilarious to run away from a homing missile spat by a Fireflower.)

Its been a while

Posted: Sun Mar 10, 2013 2:04 am
by Clifford
I started this topic AGES ago....
It's gone quite far. :lol:

I haven't been on these forums for quite a while so forgive me if this is in the wrong place.

Does anyone know anything about Wonderland Adventures 3? It's been ages since the release of MOFI, so I was wondering if anyone knows, what or why?

PS: Its funny how almost no-one that originally posted on this topic posts here anymore. :lol:

Re: Its been a while

Posted: Sun Mar 10, 2013 2:40 am
by Sammy_P
Clifford wrote:I started this topic AGES ago....
It's gone quite far. :lol:

I haven't been on these forums for quite a while so forgive me if this is in the wrong place.

Does anyone know anything about Wonderland Adventures 3? It's been ages since the release of MOFI, so I was wondering if anyone knows, what or why?

PS: Its funny how almost no-one that originally posted on this topic posts here anymore. :lol:
http://pcpuzzle.com/forum/viewtopic.php?t=21061

Posted: Sun Mar 10, 2013 2:41 am
by llarson
It actually has it's due date in early 2013. Here's the topic: http://pcpuzzle.com/forum/viewtopic.php?t=21061&start=0

There's also been a new newsletter for it saying Patricks next project for wonderland and how WA3 is doing. Also tyteen's cleaned up version of it:

http://pcpuzzle.com/forum/viewtopic.php?t=23894

EDIT: lol

Posted: Sun Mar 10, 2013 2:51 am
by Clifford
:o - yay

Posted: Sun Mar 10, 2013 4:48 am
by Yzfm
I've been wondering if it's possible to retreive the yellow gems in Wakka Wakka that made these sounds: "wakka wakka wakka wakka" in the editor.

Any ideas?

Posted: Sun Mar 10, 2013 7:46 am
by md
Yzfm wrote:I've been wondering if it's possible to retreive the yellow gems in Wakka Wakka that made these sounds: "wakka wakka wakka wakka" in the editor.

Any ideas?
I think it might be hardcoded in the game for those 3 particular adventures.

It could also possibly be a secret feature??? Not sure if it's the object because I tried playing the level in the WA Player and it was the normal gem sound.

Posted: Sun Mar 10, 2013 5:50 pm
by dig 222
Yzfm wrote:I've been wondering if it's possible to retreive the yellow gems in Wakka Wakka that made these sounds: "wakka wakka wakka wakka" in the editor.

Any ideas?
This has been speculated on before. I think it was Kilicool who asked about this. No one is really sure, it probably is hardcoded into the game though.

Posted: Sat Mar 23, 2013 7:48 pm
by Kilicool64
dig 222 wrote:
Yzfm wrote:I've been wondering if it's possible to retreive the yellow gems in Wakka Wakka that made these sounds: "wakka wakka wakka wakka" in the editor.

Any ideas?
This has been speculated on before. I think it was Kilicool who asked about this. No one is really sure, it probably is hardcoded into the game though.
Yup, I asked about this a few years ago. What's interesting is that they don't give you points like normal gems.

Posted: Sun Nov 10, 2013 3:19 am
by MyNameIsKooky
It turns out that the editor MAVs if a wop has more than 3 pages of parameters. What a bummer.

Speaking of wops, I've been working on a wop editor program. Hopefully it'll be released within a few days. :)

Posted: Sun Nov 10, 2013 1:03 pm
by Krishiv738
MyNameIsKooky wrote:It turns out that the editor MAVs if a wop has more than 3 pages of parameters. What a bummer.

Speaking of wops, I've been working on a wop editor program. Hopefully it'll be released within a few days. :)
Because the adjusters get wrong values,each parameter's value is(you know where it's value is stored(right after the two sets of ÿÿÿÿs)).When there are more than three pages of parameters,it's value area reaches to parameters and then they get wrong value.

Posted: Sun Nov 10, 2013 1:40 pm
by MyNameIsKooky
Krishiv738 wrote:
MyNameIsKooky wrote:It turns out that the editor MAVs if a wop has more than 3 pages of parameters. What a bummer.

Speaking of wops, I've been working on a wop editor program. Hopefully it'll be released within a few days. :)
Because the adjusters get wrong values,each parameter's value is(you know where it's value is stored(right after the two sets of ÿÿÿÿs)).When there are more than three pages of parameters,it's value area reaches to parameters and then they get wrong value.
Uh, nope. Adding more parameters to a wop doesn't affect the parameters' values at all. They simply allow you to adjust more values via the editor. And not all of the default values are stored after the "two sets of ÿÿÿÿs".

Posted: Sun Nov 10, 2013 3:34 pm
by Krishiv738
MyNameIsKooky wrote:
Krishiv738 wrote:
MyNameIsKooky wrote:It turns out that the editor MAVs if a wop has more than 3 pages of parameters. What a bummer.

Speaking of wops, I've been working on a wop editor program. Hopefully it'll be released within a few days. :)
Because the adjusters get wrong values,each parameter's value is(you know where it's value is stored(right after the two sets of ÿÿÿÿs)).When there are more than three pages of parameters,it's value area reaches to parameters and then they get wrong value.
Uh, nope. Adding more parameters to a wop doesn't affect the parameters' values at all. They simply allow you to adjust more values via the editor. And not all of the default values are stored after the "two sets of ÿÿÿÿs".
Ahem,I Said after two sets of ÿÿÿÿs.