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Posted: Sat Nov 30, 2013 6:05 am
by Blazeknight
Qloof234 wrote:
Blazeknight wrote:It'd be nice to have white magic as the magic that came in a beta version video of wa1 during its creation period
We already pretty much have that in the form of Flash.

Also, re: Water Chompers - They don't actually change the "level" they're on. They cross tiles with the water logic while being moved about 1 tile downwards. Not the same as actually switching "layers".
But flash uses 2 spells to move an object whereas null uses only one spell... but still you can't move when using null

Posted: Mon Dec 16, 2013 10:05 pm
by Jutomi
Sorry if this is a minor, perhaps even unnecessary bump, but...

Please, tell me conveyor belts world over lava. :shock:

Posted: Mon Dec 16, 2013 11:42 pm
by Nobody
I'm not sure what that means.

Posted: Mon Dec 16, 2013 11:59 pm
by Jutomi
World over lava?

:roll:

I meant, work over lava. You know, like how transporters work for both lava and water, I wonder if conveyors work for both lava and water.

Posted: Sun Dec 22, 2013 3:29 am
by Wonderman109
Make lighting adjustments slower, and the rate of deleting characters in
the Introductory text slower too. I can never delete less than two characters
at a time, and I always have to play around with the lighting filters to be
on or even close to the level I want.

Posted: Sun Dec 22, 2013 3:59 am
by Jutomi
Err - if you do that, I'd like some sort of shift feature for that, too.

Posted: Sun Dec 22, 2013 7:05 am
by Jutomi
Oh, sorry about the double post and that this is ratherly a question more than a request, but...

How does floing effect conveyor belts?

Does it act as grow? Does it freeze the conveyor belts?
Does it stop every thing that walks on it, but do nothing to the conveyorbelt itself?

Plus, I'd like to know how floing effects in-water dragon turtles.

If you know any thing, I'd be more than happy if you let me know. :D
If you know, but don't want to tell me; I'd not blame you after that discussion in the off topic section. :roll:

Posted: Sun Dec 22, 2013 7:27 am
by Qloof234
Floing bubbles act as a wall to conveyors when there's something in them, but otherwise they pass right through.

Also, what do you mean by Floing affecting Turtles that are in the water? You mean ones who are still swimming? It doesn't do anything to them.

Posted: Sun Dec 22, 2013 9:08 am
by Krishiv738
Qloof234 wrote:Floing bubbles act as a wall to conveyors when there's something in them, but otherwise they pass right through.

Also, what do you mean by Floing affecting Turtles that are in the water? You mean ones who are still swimming? It doesn't do anything to them.
Turtle swim beneath them

Posted: Sun Dec 22, 2013 2:27 pm
by Pawelec
Krishiv738 wrote:
Qloof234 wrote:Floing bubbles act as a wall to conveyors when there's something in them, but otherwise they pass right through.

Also, what do you mean by Floing affecting Turtles that are in the water? You mean ones who are still swimming? It doesn't do anything to them.
Turtle swim beneath them
However, if you place a Flo Bubble over the water next to the floor tiles (so the turtle passes it before falling into the water), it traps the turtle. Same for crabs.

Posted: Sun Dec 22, 2013 3:51 pm
by Jutomi
Aw neat, thanks :D

Posted: Sat Jan 11, 2014 5:33 pm
by Wonderland King
Qloof234 wrote:
Emerald141 wrote:
yot yot5 wrote:I would love to see the ability to activate commands in a WLV file different to the one you're currently in. :)
This is the #1 thing I'd like to see added, yeah.
Gonna have to ditto this. There are certainly workarounds that can give similar effects (even in adventures), but they're not failsafe most of the time. :?
What are they?

Posted: Thu Jan 16, 2014 2:59 am
by Wonderman109
CMD 22 is one, but it glitches out a lot.

Posted: Thu Jan 16, 2014 3:00 am
by Jutomi
I only trust 21.

Thank Lexie so much for telling me, by the way. :shock:

Posted: Thu Jan 16, 2014 5:14 am
by Qloof234
Late reply, but one thing I've done is if I need something to happen in a room once the player leaves it, on a square horizontal/vertical of the exit arrow (depending on whether the arrow is horizontal or vertical), I'll have a general CMD button that opens a gate or triggers something, releasing a turtle/spikeball to execute a few GCMD's.

The initial "activator" is activated by a fast, hidden chomper, so that when the player steps on the exit, the chomper immediately presses the original button.

Obviously this isn't perfect, because it requires that the row/column the level-exit is on has no other player-accessible tiles (though you can probably circumvent this), but I've found it to work quite well.

Posted: Thu Jan 16, 2014 5:34 am
by Wonderland King
Thanks! :D Good to know for now. Hopefully the WA3E will have a feature that allows you to select the .wlvs. That would be great. :)

EDIT: Actually, building off your idea, I think I came up with a more flexible way to do this. First, make sure that immediately when you enter a .wlv, you deactivate a chomper with ID 1, for instance. Then after you win the challenge, talk to the stinker, whatever you need to do in that .wlv, you activate the chomper with ID 1. You'd have the chomper along a strip of floor on the far right side. Then, on the chomper's strip, lined up with the red arrow you want to take you to the area with the command, have a GC button that'll activate things with ID 2, right in between buttons that'll deactivate ID 2. This'll ensure that ID 2 will only be active if you're directly on a certain row. Then, with a chomper on a strip at the top of the level, make a GC button with ID 2 lined up with the red arrow. This GC button will be the one with the command you want done in another .wlv.

EDIT2: Oh, and of course, the GC buttons with ID 2 would start inactive.

Posted: Tue Jan 21, 2014 3:35 pm
by dig 222
Can't believe no-one has said this yet.
A command that toggles a thwarts ability to shoot fire.
Unless that already does exist. :oops:

Posted: Tue Jan 21, 2014 4:51 pm
by Pawelec
dig 222 wrote:Can't believe no-one has said this yet.
A command that toggles a thwarts ability to shoot fire.
Unless that already does exist. :oops:
It exists, but it is most probably the unfamous CMD 4...

Posted: Sat Feb 08, 2014 1:58 am
by Wonderman109
More expressions for stinkers-or maybe making eyes and mouth separate (you'd have eyes- open/closed and mouth- smile/open/frown/sad

Just an idea :idea: