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Posted: Fri Nov 08, 2013 4:20 pm
by Qloof234
StinkerSquad01 wrote:Qloof234 wrote:There's one base white glove-charge texture, the game uses that for all 7.
You can still apply custom textures to the glove chargers, though - what I meant is that I can't change how the game colours the chargers themselves, because it's all handled internally.
This also means you can't have a properly multi-coloured glove charger, to an extent.
As for the custom charger texture concept here, I must say that's an interesting idea. Saying that, I'm going to stick with the regular glove chargers, thanks - I don't have the patience to go back and make sure all the chargers are using the right textures.
Posted: Fri Nov 08, 2013 6:04 pm
by Qloof234
Double-post because reasons.
WEEKLY UPDATE
Currently, I'm plugging away at Chapter 4 (Fire Island). A bit slower than I'd like, but it's getting worked on.
Anyways, Chapter 3! In this chapter, the player meets OobiBanDeNoobi and learns Brr.
Just by the foot of the Foggy Mountains. I figure the snow's light enough that having regular trees down here isn't too unfitting.
The second PoTZ element to make its appearance, the Rainbow Bubbles. I've included a small tutorial level for them, as I think that's really the only issue with them in PoTZ (they're never really explained, you just kind of have to figure it out on your own).
There are a few optional adventures in a cave nearby, which has a few Water Chompers in it.
Custom blue DragonTurtle texture. I thought it was fitting here.
A bit higher up the mountain now.
Part of the "Rescue Wee Stinkers" adventure for the mountains - I think a bit over half of the chapter consists of the Foggy Mountain Caves, actually.
Posted: Fri Nov 08, 2013 7:18 pm
by |Cookie|
This is... so amazing!
I have no words to say how awesome this is!
Posted: Fri Nov 08, 2013 7:25 pm
by Muzozavr
I'm liking this more and more with each new picture. I must say you have completely mastered the pastel look and made it awesome.
Posted: Fri Nov 08, 2013 9:03 pm
by Fluffshery
Wow!

I really like that dragonturtle especially, but everything else is amazing too.
Posted: Mon Nov 11, 2013 9:44 am
by LexieTheFox
Qloof, where did you get your pitch adjustable fence post wop?
You once posted a screenshot update picture that had a retro rope bridge suspended and supported by a scale adjusted, pitch rotated fence post, Something my wop of it doesn't have. How?
Posted: Mon Nov 11, 2013 10:01 am
by Krishiv738
He didn't get it,he hex-edited it.
Posted: Mon Nov 11, 2013 10:13 am
by Qloof234
Yeah, that's really all there is to it. I've hexed a few different .wop files, either for visual things like the fence post, or to make things a bit easier while I'm working on things.
I'll go through my files later today and upload most of the ones I've edited, I figure they'll be of use to others.
Posted: Mon Nov 11, 2013 10:23 am
by LexieTheFox
Qloof234 wrote:Yeah, that's really all there is to it. I've hexed a few different .wop files, either for visual things like the fence post, or to make things a bit easier while I'm working on things.
I'll go through my files later today and upload most of the ones I've edited, I figure they'll be of use to others.
Thanks! They sure will be to me. Your way of designing scenery like bridges actually made me want to get the fence post wop so I can make similar things. (I already have something a lot like it, just with straight fence posts like your piers.)
Posted: Fri Nov 15, 2013 4:13 am
by Qloof234
SO UM OOPS I KINDA FORGOT TO LOOK THROUGH MY FILES
Which is to say I just remembered to do that now. These aren't really anything major, just minor adjustments for the most part.
The files I've thrown in here:
- Adjustable FencePost
- NPC Move Button, with Active: Y/N and ID
- The Custom Item, using the old WA Beta Item model (I can't be the only one who likes this better than the final's item model right) - also includes it set to the correct function for MoFI's map
- The Custom Item, using a Star model instead (I remember cbloopy made something similar, but I figured this might be useful anyways)
Hopefully these will be of use to someone.
HR Update itself - Been working on Fire Island. Had a bit of time off from working on things, to be honest, but I
think I've still got things under control.
My current plan, which I don't think is too unreasonable, is to have the core of Chapter 4 done by the end of the year. Chapter 4 covers Fire Island, which I expect should be fairly straightforward. My main concerns are that A) I don't get sidetracked by another project, because I'm notoriously bad at doing that, and B) not running out of ideas for puzzles. It's still not too rough, so I'm not overly worried yet.
Posted: Fri Nov 15, 2013 11:45 pm
by Qloof234
WEEKLY PICTURE UPDATE
This cave is where Count Dookie is hiding.
Creepy Keep key.
First area in the Mountain Caves.
One of the adventures - I'm fairly happy with how this one in particular turned out.
Also, BurstFlowers.
Hub again.
Stat-wise, sitting at 62 (finished, playable) Adventures, 61 of which are implemented. The hub has 47 rooms and 57 dialogue files.
Posted: Sat Nov 16, 2013 6:54 am
by |Cookie|
This is very, VERY intresting!
Posted: Sat Nov 16, 2013 7:56 am
by Blazeknight
Wonderful

Posted: Sat Nov 16, 2013 8:29 am
by dig 222
That rocky texture is great!
I can't wait to play this once it comes out!

Posted: Sat Nov 16, 2013 8:55 am
by Krishiv738
You have textured pow charger as well.
Posted: Sat Nov 16, 2013 10:16 pm
by Qloof234
Thanks for the positive comments again!
Krishiv738 wrote:You have textured pow charger as well.
No I haven't...?
Posted: Sat Nov 16, 2013 10:55 pm
by Muzozavr
Man, this looks more and more amazing with each new status update. Can't wait to play this.
Posted: Wed Nov 20, 2013 7:07 am
by Qloof234
Thanks!
I hope the finished product will be something people find enjoyable.
Just a quick post, because I might not get around to getting an image update together this week:
(WIP) Fire Island Jungle, which is what I'm currently working on.
Posted: Thu Nov 21, 2013 8:24 am
by Blazeknight
Nice picture... but aren't you remaking the jungle texture like others?

Posted: Thu Nov 21, 2013 8:30 am
by Qloof234
Well, the detailing edits were something I only did for WA1's textures, because compared to MoFI's (and PoTZ's, to an extent) they're generally a bit less detailed and a bit more cartoon-ish (for lack of a better word).
I did do some edits to MoFI's textures (most notably Wonderfalls), which you can see
here.
(I'm still working on that, even if I haven't updated in over two months)
EDIT: One last thing before I go to bed.
Still very WIP (hence no wall variation or plants in the image), but after a bit of work (which I'll get to later today), this is what part of the Jungle hub looks like.
Posted: Fri Nov 22, 2013 4:39 am
by Qloof234
SO OOPS I KINDA FORGOT TO DO THIS EARLIER, BUT
Here's how the Jungle hub looked before I re-did it last night:
While it still wasn't finished, it was a lot further along - Very much so.
The reason I ended up scrapping the old is simple - While there weren't any problems visually, there was simply too much empty space, with little way to resolve it. While I do want the hub to look and feel large, I don't want to do that to the detriment of the game (areas having too much/not enough scenery/adventures/etc.)
This is an issue I still need to fix in some areas, either way.
ANYWAYS JUST THOUGHT THAT MIGHT BE OF INTEREST
Posted: Mon Nov 25, 2013 8:08 am
by Qloof234
Status report - I'm just about done the hub areas for the Jungle, so I'm about half done the hub work for Fire Island.
Adventure-wise, I haven't gotten as much done as I'd like. Been a little busy over the past few days, so...
On a minor note, I kinda wish the Editor had an "ARE YOU SURE" dialogue if you click cancel + exit while working on a level. I accidentally pressed it instead of Save while working on one room
Not too much was lost, but aaaaaaaaaaaaaaaaaaaaaaaaaaaargh annoyances.
I'll try and put together a picture update around the middle of the week or so.
Posted: Mon Nov 25, 2013 3:51 pm
by Jutomi
I can relate to that.

Posted: Thu Nov 28, 2013 11:15 pm
by Qloof234
PICTURE TIME
An area in the Foggy Mountain Caves. Yes, it's a bit empty, I'm still working on it.
One of the later cave adventures. I haven't gotten the Brr Pad working in the Editor, but I have used the MoFI Spellcaster object for similar effects.
Another cave adventure. I'm fairly happy with this one.
And again. Not the same adventure, but still.
Yay! We found our way to the foot of the Mountains! End of Chapter 3.
(The top-hatted Stinker is supposed to be Count Dookie. I know that's not how he looks in PoTZ, this is a placeholder)
This is actually from Chapter 5 as opposed to 4, but I'll throw it in here. This is the area just in front of the Creepy Keep (still very WIP, of course).
I'm aaaaalmost done the Jungle part of Chapter 4, so I expect I'll be able to have the core parts of Chapter 4 done before the end of the year. I still don't know when I expect to be wrapping up the entire game, let alone finished with testing things, but a hopeful estimate on my part would be that most (if not all) of the core/story parts of the game will be done by mid-early 2014.
(This is the part where I now miss that date by about 5 years)
Posted: Fri Nov 29, 2013 12:38 am
by Jutomi
Again, I can relate to that.
I really am liking the looks of what I am seeing!

Posted: Fri Nov 29, 2013 4:25 am
by Blazeknight
Looks great

Posted: Fri Nov 29, 2013 10:52 am
by Muzozavr
*looks at first picture*
Are you intending the player to use the "fast recovery" slide-turn trick? Or will there be a way to explode these barrels on the right side before going there?
Regardless, the puzzles are starting to look puzzling. Can't wait!
Posted: Fri Nov 29, 2013 8:26 pm
by Qloof234
Nah, I'm trying to avoid making the player use unintentional tricks like that.
Posted: Sat Nov 30, 2013 5:52 pm
by dig 222
I like the idea of using magic shooters to create brr puzzles. That would look really cool in-game.
Qloof, would you mind if I used the Quantum Tunnel texture in my adventure?
Posted: Wed Dec 04, 2013 8:12 pm
by Qloof234
A bit late (oops), but by all means, go for it!
On that note... Picture time!
Zoopi is hanging around here at Ocean View Harbour, alongside the Harbour owner (who doesn't have a name yet).
Pop tutorial level around here, as well as a few others before the player can go into the jungle.
From the tutorial level itself.
Also, red crabs.
Two other adventures in the beach area.
Now, at this point, the screenshots are starting to catch up with where I'm at in working on things, so screenshot updates are probably going to be a bit less frequent, or much smaller.
Also, at this point, I've asked Jdl for help with checking a few of the Chapter 4 adventures difficulty-wise, and he said they weren't too hard. Based on that, I'm led to believe that as a whole, HR isn't going to be on the difficult side, to be honest. Having said that, while it might not be too hard, I'm still hoping to make something fun, at any rate.
