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Posted: Mon Dec 06, 2010 10:50 am
by Guppy Star
Technos72 wrote:dp. Another screenshot

(yes I know the turtle doesn't really look yellow)
Well, you can copy turtle model wdf file, change it to bmp and edit it to get a yellow shell. I'll try to do it and give you.
Do you want one like that for all the other 5 colors ( green, yellow already)
Posted: Mon Dec 06, 2010 11:49 am
by Technos72
To answer your questions, the rate I'm going now, Demo 1 would be released in under a week. About the turtle texture, I've already made a whole rainbow of turtles months ago. I'll tweak the yellow one to make it not look "snot" green
Posted: Mon Dec 06, 2010 12:10 pm
by Guppy Star
Technos72 wrote:To answer your questions, the rate I'm going now, Demo 1 would be released in under a week. About the turtle texture, I've already made a whole rainbow of turtles months ago. I'll tweak the yellow one to make it not look "snot" green
Well, I didn't know that; you didn't say that you already colored them.
Is there anything else I can help you with?
Posted: Wed Dec 08, 2010 9:04 pm
by Technos72
UPDATE
75% done all wasteland tests
9% done all levels
I have planned new WA elements.
- Hint floors. Step on them to get information and speical codes for certain coded locks and stuff.
- Buttons that activate more than gates, barrels, etc. They can activate stars, gems, fireflowers, and hints.
- Inactivity signaling tile. They will be darker and will show the location of inactive stuff.
- Code fields. A hidden path must be taken to pass these fields. You can get the path code from hint floors. Making a wrong move will release an ultrafast chomper or something like that.
And another screenshot! Wierd chompers like the one on the left will be ultrafast. The things near the dragonturtles are buttons that can activate stars, gems, etc. The area next to the chomper is a code field. And the tile between the hint and the field is an inactivity signaling one.
Posted: Wed Dec 08, 2010 10:36 pm
by StinkerSquad01
Buttons that activate objects do work, I experimented with them, buttons affect things with matching ID. So make a barrel 500 and use a red button. It's a neat trick which I'm looking forward to see in this.

Posted: Thu Dec 09, 2010 11:37 am
by Guppy Star
Your adventures are looking good Technos72
Posted: Thu Dec 09, 2010 7:54 pm
by MyNameIsKooky
StinkerSquad01 wrote:Buttons that activate objects do work, I experimented with them, buttons affect things with matching ID. So make a barrel 500 and use a red button. It's a neat trick which I'm looking forward to see in this.

Whoa, that means you can activate Stinkers... using buttons.

Posted: Thu Dec 09, 2010 10:12 pm
by StinkerSquad01
Yes. Indeed. Si. YA.

Posted: Thu Dec 09, 2010 10:21 pm
by StinkerSquad01
Actually barrels don't work. I think it has to have Active adjust. Here's a test level.
Posted: Sat Dec 11, 2010 12:35 am
by Technos72
UPDATE
90% done yellow levels!
11% done all levels
The last three levels will be interesting. I'm getting down to some really hard levels. I had some fun making test 18. You'll find this level interesting as well as another one. Test 18 will be the last level of hard work for the wasteland tests. I will continue working and I'll finish Demo 1 by the end of the weekend.

Posted: Sat Dec 11, 2010 1:44 am
by gameboy991
WOW you sure swept through this project! At this rate you could have the game 70-80% finished long before the POTZ editor.
But I guess it must not be that hard when all you have to work with is
POP magic.
SUGGESTION: After you get through the adventures for the second colour, how about making about 5 adventures or so combining the two magics?
Then after magic 3, 5 adventures with magics 1 and 3, 5 adventures with magics 2 and 3, then 5 more with the 3 magics... and so on... until you get to the 20 adventures with ALL the magics... owait... that would be a bit much wouldn't it?
How about replacing the 5 with 1 instead?
Anyway... If I could figure out how to convert adventures, I would start making ones with the MOFI magic... but I've yet to find a walkthrough detailed enough for me to fully understand...
Posted: Sat Dec 11, 2010 2:07 am
by DEEMAN223344
Just put them in the MOFI level converter.
Posted: Sat Dec 11, 2010 2:14 am
by MyNameIsKooky
MOFI magic does not require the converter. They will work fine in MOFI without converting.
Posted: Sat Dec 11, 2010 2:24 am
by DEEMAN223344
Yes, I know that.
Posted: Sat Dec 11, 2010 2:42 am
by gameboy991
MyNameIsKooky wrote:MOFI magic does not require the converter. They will work fine in MOFI without converting.
I thought converting was basically changing the format of an adventure so it will work in MOFI using the hacked editor... or something like that... STILL not sure what it means to convert an adventure...

Posted: Sat Dec 11, 2010 2:52 am
by MyNameIsKooky
Some objects require converting to work if you use them. Hence, the "MOFI (Conversion)" wops.
Posted: Sat Dec 11, 2010 2:57 am
by DEEMAN223344
All the converters do is change the models, because the editor isn't compatible with foreign models. At all.
Posted: Sat Dec 11, 2010 11:01 am
by ^_^
Yuppors.
I once tried hubbing using the converter.
I succedeed, but all MoFI models looked weird.
A Baby Boomer looked like an exploding barrel, or an gold stinker.
I can't remember.
Posted: Sun Dec 12, 2010 4:53 am
by Technos72
UPDATE
98% done yellow levels
12% done all levels
Looks like I'm done all levels. I just need to tweak some things in some levels and make the yellow medal stuff. There will be one level so hard that it's almost impossible if you don't save most of the time. So if you don't save the game, save the game. After completing Demo 1, I'll start to work on The Void Test Center where it's all purple and you use blink.
And guess who this is!
Posted: Sun Dec 12, 2010 5:27 am
by Guppy Star
Technos72 wrote:UPDATE
98% done yellow levels
12% done all levels
Looks like I'm done all levels. I just need to tweak some things in some levels and make the yellow medal stuff. There will be one level so hard that it's almost impossible if you don't save most of the time. So if you don't save the game, save the game. After completing Demo 1, I'll start to work on The Void Test Center where it's all purple and you use blink.
And guess who this is!
Good, will you be releasing the demo today?
Posted: Sun Dec 12, 2010 9:30 am
by ^_^

OOHH I KNOW!
ITS ONE OF THOSE COIN AREA GUARDS IN THE HIDDEN ACID POOLS ADV!
forgot name of that adv -_-
Posted: Sun Dec 12, 2010 2:14 pm
by Technos72
Guppy Star wrote:Good, will you be releasing the demo today?
If progress goes well, yes.
Posted: Sun Dec 12, 2010 3:24 pm
by wonderlander544
OOHH I KNOW!
ITS ONE OF THOSE COIN AREA GUARDS IN THE HIDDEN ACID POOLS ADV!
forgot name of that adv -_-
Mystery Malfunction.
GREAT! I'd really like to play the demo today!
Posted: Sun Dec 12, 2010 3:27 pm
by ^_^
Thanx wonderlander.
Posted: Sun Dec 12, 2010 3:29 pm
by wonderlander544
You're welcome.

Posted: Sun Dec 12, 2010 6:05 pm
by Technos72
Demo 1 is released! Check first post for download. Demo 1 contains
- Logo
- New style menu
- All yellow levels
- All new music
- New loading screen
- Different option window before game startup
Posted: Mon Dec 13, 2010 1:58 am
by gameboy991
What do I do with all the textures for the monsters, springs, etc.? What folder do I move them to?
Posted: Mon Dec 13, 2010 2:01 am
by Technos72
eh... that was a problem. I didn't put them in the custom folder. Now I don't think I can do that because I've already done 20 levels with these textures and it will take a real long time to get the textures to the custom folder with the levels reading it there. Just leave them in the main folder for now.
Posted: Mon Dec 13, 2010 2:02 am
by DEEMAN223344
All i did was just unzipped it in a new folder, and it worked fine.
Posted: Mon Dec 13, 2010 2:43 am
by gameboy991
What about the leveltextures?
EDIT: Never mind! I figured it out.
FINALLY I can enjoy this!
