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Not sure why paramites don't need "no fall" objects.. I guess there is or was supposed to be puzzles where you force the scrab to fall to its death? :
You can't really do anything with the content of the zip file at the moment, it was mainly for LIJI's benefit. |
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Also, in the next version, can you control where moving bombs move?
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Presumably there are Scrab No Fall objects either side of the pit on E1P06C09, so how come if you use -it_is_me_your_father to keep Abe on the top level, the Scrab on E1P06C08 will just walk straight into this pit? |
glitch? i made a vid on how to fool the scrabs to fall into pits
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"Glitch" is not an explanation.
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It seems that AE still includes the code for Elum, but it doesn't include the graphics for it. Looks like they really did try to put it in!
Edit: Seems like the rolling stone from the Paramite level is still there too. The time bombs are all there (With graphics included too, they work just like they did in AO.) |
Will it be possible to add Elum into AE custom levels?
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I wouldn't say yes, but it's less unlikely then it was yesterday. :P Figuring how Elum works in AO should be done first.
Edit: Looks like one of the level designers was bored and left us a message! Will probably make more sense with the newer line rendering. |
Well here is my theory. Because Elum isn't in AE. i don't think it would be possible to use him in Exoddus Level Editing.
however, you'll never know. it just might happen :D |
We shall have to just wait and see.
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That depends on if the Elum path objects are still in the game.
EDIT: I think the screen message reads: SOEAB. It appears to be a sirname. |
Then this:
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More secret messages!
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nice
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List of all AE objects:
Unspotted objects (bold) are objects that are used in AE, but couldn't find. Unused objects (italic) are objects not used in AE, but might still work and do something useful. Unused objects 76 and lower are objects from AO. Unused objects 78 and higher and new objects introduced in AE that did not make it to the final version. The only verified unused object is the time bomb (14). 0 Path Checkpoint 1 Path Tans 2 Climbable Ledge 3 Ledge 4 Pit Fall 5 Door 6 Shadow 7 Platform Stop 8 Well (Jump) 9 Dove 10 Rock Sack 11 Falling Item 12 Ring 13 Vent 14 Unused, Time Bomb 15 Slig 16 Slog 17 Lever 18 Unused. Elum Start? 19 Orb (13) 20 Unused. Elum Wall? 21 Platform Rope 22 Starting Point 23 Well (Teleport) 24 Bomb 25 UXB 26 Paramite 27 Movie Stone 28 Portal 29 Portal Target 30 Trap Door 31 Unused, Rolling Ball? 32 Step Switch 33 Invisible Zone 34 Unspotted 35 Orb (23) 36 Motion Sensor 37 Slig Spawner 38 Electric Wall 39 Lift Mover 40 Meat Sack 41 Scrab 42 Unused, Flint Lock Fire? 43 Scrab Left Bound 44 Scrab Right Bound 45 Slig Right Bound 46 Slig Presist 47 Enemy stopper 48 Hidden Step Switch 49 Mud 50 Z-Slig Cover 51 Door Flame 52 Floating Bomb 53 Unused, Bomb stopper? 54 Menu Controller 55 Unused, Hint fly 56 Unused, Scarb No Fall? 57 Unspotted, ID Splitter? 58 Slig Talk 59 Boom Machine 60 LCD Sign 61 Information 62 Credits Controller 63 Unspotted, Preloader? 64 Stats Monitor 65 Poli-wheel Handler 66 Music 67 Unused, Light Effect? 68 Slog Spawner 69 Death Clock 70 Unused, Ring Cancel 71 Gas Animation 72 Slog Hut 73 Glukkon 74 Unused, Kill unsaved muds 75 Soft landing? 76 Unspotted, Reset path? 77 Water 78 Unused 79 Wheel 80 Unused 81 Laughing Gas 82 Flying Slig 83 Fleech 84 Slurgs 85 Slam Door 86 Level loader 87 Unspotted 88 Teleporter 89 Unspotted 90 Grinder 91 Colorful meter (like in the boiler) 92 Unspotted 93 Mine Car 94 Slog Food 95 Explosion Set/Falling obstacles. (Mines Ender-like) 96 Multiswitch Controller 97 Light (Like on wheels) 98 Slap Lock 99 Paramite Net 100 Make Glukkon shout "Help" 101 Fart Machine 102 Unspotted 103 Naked Slig 104 Slig Get Pants 105 Slig Get Wings 106 Greeter 107 Naked Slig Button 108 Glukkon "Do-it" 109 Door Blocker (Valuts) 110 Tortured Mudokon 111 Unspotted Update: Kill Unsaved Muds object works in AE! It's fixed to 28 muds however. Update 2: Hint Flies are also confirmed to be in AE, but not fully working yet. Update 3: Ring Cancel confirmed working |
I have a question: Will it be possible to edit the texts on the LED messages? Say for example, instead of it saying: "To sneak past the sleeping slig...", it could say: "This level was made by Jango! Enjoy!". It would be awesome.
I really can't wait for the next editor version. I've always wanted to properly edit the Oddworld levels. :) |
Quick question from me:
Would it be possible to utilise those silly hidden messages made out of collision paths for our own use? It would be pretty handy to have ones that we can just use. |
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Editing the text requires editing the exe, which although being quite easy, it might raise legal issues when releasing the level (Unless you release the changes as a patch file and not in an .exe form)
About the hidden messages – yes, they can be used for whatever you'd like. :) |
hm will it be possible to make new files and add them to cams to replace the backgrounds
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I've added some default images to objects so its easy to see what's going on, bumps up the CPU usage quite a bit though. |
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Also, in the next version, will it be possible to control where moving bombs move? |
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Is the next editor release expected before Christmas? Or is there still a lot more to do? |
I hope the next oddworld editor release is here before next weekend.
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Well I want a toilet made out of solid gold, but it's just not in the cards now is it?
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