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It's not hard to make a thread, so you will do it, but now mah boi, CUT THE SPAM!
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I already suggested that posts back Jango but no one cares because all my posts are too long. Boo.
On a more related note, I'm working on a guide on how to change .cam files for Oddysee (XP only, unless Paul/LIJI/whoever decides on making something more user friendly). |
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Also, I like it that your posts are long; because they have lots of information! :) Once Paul has finished his next editor version, I will make a new thread in the Fan Corner called: 'Level variations thread: Post and download variations here!'. Hope everyone will use it. :P |
Chubfish, If you want to be user-friendly buy mac or use linux (Winshit must die!!!)
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lismati,
Chubfish means a more user-friendly oddworld editor. |
I think he actually means a more user friendly AO cam editor since the old school tool I released years ago is command line only.
I will make it easier to replace CAM images using the editor, not sure if I'll have that done by the next version or not though.. Edit: Screen shot of how the new object xml will be, I've opted for each one in its own file because having everything in one massive xml file becomes hard to read. This list contains all used AO objects. |
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So when is the next editor release likely to be? |
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I like the new objects list, looks good! Oddman360, it probably varies. I have had no success on my Vista/7 machines but on XP it's flawless; about 3 years ago, I had an "Abe in Green Hill Zone" thing I was trying to make. |
Seems there is no collision detection or interaction with sligs vs paramites, can't even shot them! :(
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:) |
I see what you mean, but the slig and the paramite seem to be about the same size.. you can see the bullets going over the paramite too. I guess one way to be sure is to start shooting and then use its_me_your_father.
Edit: Take a look at the screen shot, they really won't die ;) |
Coulnd't you just make a combination with two variables? If we know what variable is responsible for the death of a paramite and whats the behaivor of the bullets, it should be possible to shoot them. ; )
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A flying slig should see the scrabs and paramites as abe and chase + kill it.
A slig should see the scrabs and paramites as abe and kill it. A scrab should see a paramite as abe and kill it. A greeter should see the scrabs and paramites as abe and kill it. A greeter should see a slog as abe and kill it. A scrab should see a slig and greeter as abe and kill it. A paramite should see a slig and greeter as abe and kill it. |
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Edit: Note.. not possible IF it doesn't just already happen, I suspect a greeter will attempt to kill anything that touches its beams. |
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Wow Paul!
I'm glad about how much you've progressed with the editor! :) EDIT: I've just typed my thread up on MSWord, so as soon as your next version is complete Paul, my thread (Level variations thread: Post + download new/edited levels here!) will be up in the Fan Corner, and everyone can upload their edited levels onto it for others to enjoy! :p |
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Also Paul, will your next editor version have a grid-lock feature like LIJI's? Because with your current one, it is really difficult to get things into the right place.
And another thing Paul: Will your editor have the objects named? Because with your current one it is difficult to tell what each square actually is. |
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I've updated collision item stuff to draw an arrow head in the direction its facing, which was a mission because its been a long time since I've done trig :( But anyway it will allow you go crazy making slopes and such (who knows how the game engine will handle that though). |
Oh wow, nice lol, sounds pretty buggy though!
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What I mean by 'named', is that if I click on an object on your editor (ie: a red box), then will it tell me what the object is? Because a lot of the objects on your current editor say 'Name: Unknown'. |
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Oh, I really was wondering how paths were working! I never would have guessed they were collision data, I've already came to the conclusion that Flying Sligs didn't have paths because of that! :O
But something still seems wrong about them being lines – It would mean the bomb would be moving zig-zag in the vertical part, while in the game it actually moves straight. It probably will need some experimenting... Have you done any progress documenting the collision item types? I also wonder what the undocumented bytes mean, they might have something to do with paths too. |
No progress on collision types yet, tons of stuff to do :(
This scrab appears to get suck while chanting.. |
Ahh Paul, that is a glitch in the game, but I thought it was only possible on the PS1 version. If you chant and are in front of the Scrab (obviously you would be on a higher ledge) and it is one space away from a wall, it can get stuck; kinda useful if you're masochistic and want to complete the game by rolling or something.
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He doesn't look tremenously alive to me.
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I hope you figure this out guys. i've always wanted to see Scrabs and Paramites in the same screen.
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It's cool to see Scrab's and Paramites in same screen (sorry for repeating Crashpunk's comment)!
Soon when editor is released im gonna do same styled screens like in Abe's Oddysee Manual :) Timer Rupturefarms levels would be epic. |
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http://img375.imageshack.us/img375/3008/62775372.png http://img442.imageshack.us/img442/5297/59850303.png |
So Paul, with your new version, I can make timer levels too with gas?
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But it should be possible to allow the player to pause the time with a lever and then have an invisible switch turn it back on, possibly you can make it reset to 2 mins.. And as expected the paramites and scrabs don't interact with each other and sligs can't shoot them (as with paramites). And finally adding an undocumented object will not be as simple as you would expect, as any bad default values will cause the object to either not work, work in some crazy way (i.e uber fast meat saw that never moves) or just plain old crash the game. |