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mysterypancake1

Happy Wheels-Ideas & Fixes

Jan 14th, 2015
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  1. <levelXML>
  2. <info v="1.81" x="94" y="5091" c="3" f="t" h="f" bg="0" bgc="11184810" e="1"/>
  3. <shapes>
  4. <sh t="0" i="f" p0="7657" p1="5114" p2="5000" p3="5000" p4="0" p5="t" p6="f" p7="1" p8="16776960" p9="-1" p10="0" p11="1"/>
  5. <sh t="0" p0="2500" p1="5385" p2="5000" p3="400" p4="0" p5="t" p6="f" p7="1" p8="0" p9="-1" p10="100" p11="1"/>
  6. <sh t="0" p0="7498" p1="5400" p2="5000" p3="430" p4="0" p5="t" p6="f" p7="1" p8="0" p9="-1" p10="100" p11="1"/>
  7. <sh t="0" p0="757" p1="5101" p2="70" p3="70" p4="0" p5="f" p6="f" p7="1" p8="4032711" p9="-1" p10="100" p11="3"/>
  8. <sh t="0" i="f" p0="7541" p1="5144" p2="55" p3="80" p4="0" p5="t" p6="f" p7="1" p8="16711680" p9="-1" p10="100" p11="1"/>
  9. <sh t="0" i="f" p0="7756" p1="5144" p2="55" p3="80" p4="0" p5="t" p6="f" p7="1" p8="65280" p9="-1" p10="100" p11="1"/>
  10. </shapes>
  11. <specials>
  12. <sp t="16" p0="181" p1="5090" p2="0" p3="0" p4="5" p5="28" p6="1" p8="100">
  13. <p7><![CDATA[Fixes/Ideas]]></p7>
  14. </sp>
  15. <sp t="27" p0="540" p1="5175" p2="250" p3="18" p4="0"/>
  16. <sp t="6" p0="543" p1="5124" p2="-180" p3="f" p4="20" p5="f"/>
  17. <sp t="16" p0="421" p1="5057" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  18. <p7><![CDATA[Rails STILL bleed. R.I.P. Updates]]></p7>
  19. </sp>
  20. <sp t="16" p0="2497.5" p1="5014.5" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  21. <p7><![CDATA[Idea- seventh collision setting-
  22. 'Only with players'.
  23.  
  24. Idea- eighth collsion setting-
  25. 'Only with shapes of this setting-
  26. but NOT fixed shapes (unless they have this setting)]]></p7>
  27. </sp>
  28. <sp t="16" p0="3030" p1="4956" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  29. <p7><![CDATA[New tick boxes-
  30.  
  31. Triggers- 'Hide'
  32. Hides the trigger and all lines
  33. showing what it is connected to.
  34.  
  35. Joints- 'Hide'
  36. Hides the joint and all lines showing
  37. what it's joined to.]]></p7>
  38. </sp>
  39. <sp t="16" p0="3383" p1="4935" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  40. <p7><![CDATA[New thing- 'The layers panel'
  41.  
  42. Like the layers panel in Photoshop,
  43. this allows players to easily visually
  44. position layers by dragging instead of holding CTRL
  45. and hoping that it won't screw up.]]></p7>
  46. </sp>
  47. <sp t="16" p0="3385" p1="5050" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  48. <p7><![CDATA[In the layer panel, you can also click an eye icon
  49. to toggle whether the layer is visible or not for easy selection.
  50.  
  51. If you select a layer, it will be selected with the select tool.]]></p7>
  52. </sp>
  53. <sp t="16" p0="3952" p1="4983" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  54. <p7><![CDATA[Boosts- enable AND disable options (like with triggers).
  55.  
  56. Buildings- 'Interactive' tick box, as they are usually used
  57. as art. Rotatable as well.
  58.  
  59. Finish lines- rotatable, but NaN doesn't work.]]></p7>
  60. </sp>
  61. <sp t="16" p0="938" p1="5001" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  62. <p7><![CDATA[NPCs, ability to position polygons and other stuff
  63. IN FRONT OF THEM without having to group the stuff
  64. and tick 'foreground'.
  65.  
  66. Also, if an NPC is grouped, polygons should be able
  67. to go in front of it,]]></p7>
  68. </sp>
  69. <sp t="16" p0="938" p1="5111" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  70. <p7><![CDATA[for example if you wanted an NPC with clothes, and you
  71. don't want to make a new group and join it hoping the physics
  72. don't spaz out like they usually do.]]></p7>
  73. </sp>
  74. <sp t="16" p0="1848" p1="4915" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  75. <p7><![CDATA[Sliding joints- an option to go back and forth.
  76. Seriously, what is the point of them at the moment.
  77.  
  78. You could use this with crushers and stuff, or moving platforms]]></p7>
  79. </sp>
  80. <sp t="16" p0="1428" p1="5064" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  81. <p7><![CDATA[Tick box for NPCs- 'Limbs as separate layers'
  82. Makes it so polygons can be displayed BEHIND
  83. the torso (for example) but NOT behind some parts,
  84. like if you wanted gloves for BOTH hands of an NPC.]]></p7>
  85. </sp>
  86. <sp t="16" p0="1848" p1="4987" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  87. <p7><![CDATA[instead of making a complicated trigger mess.
  88. This back and forth option would only be available if the joint
  89. has 'limit range' ticked, so it will go back and forth in the range.]]></p7>
  90. </sp>
  91. <sp t="16" p0="1847" p1="5041" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  92. <p7><![CDATA[This option should have a 'smooth' slider, which would make it
  93. slow down when coming to a limit, and slowly go back to the normal
  94. speed, instead of being jolty (which would be possible if the setting]]></p7>
  95. </sp>
  96. <sp t="16" p0="1848" p1="5097" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  97. <p7><![CDATA[was set as 0). Also, there should be a 'maintain' slider, which changes
  98. the time (in increments) of how long the back-and-forth thing should stay
  99. at the limit before returning.]]></p7>
  100. </sp>
  101. <sp t="16" p0="4492" p1="4978" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  102. <p7><![CDATA[Empty groups and text fields should be automatically deleted. For example,
  103. the two empty things shown below. They can really clog up a level if you don't
  104. know they're there.]]></p7>
  105. </sp>
  106. <sp t="16" p0="4601" p1="5085" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  107. <p7><![CDATA[]]></p7>
  108. </sp>
  109. <sp t="16" p0="4649" p1="5084" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  110. <p7><![CDATA[]]></p7>
  111. </sp>
  112. <sp t="16" p0="4491" p1="5035" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  113. <p7><![CDATA[Note- sometimes empty groups DO NOT get removed, although I can't
  114. find any examples in my XMLs.]]></p7>
  115. </sp>
  116. <sp t="16" p0="5212" p1="4914" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  117. <p7><![CDATA[NEW TOOL- ENTITY SPAWNER]]></p7>
  118. </sp>
  119. <sp t="16" p0="5211" p1="4937" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  120. <p7><![CDATA[Sometimes,you need entites to keep getting spawned, like if you have two
  121. fake portals and you need a ball to continuously go through, without it going
  122. back to the top.]]></p7>
  123. </sp>
  124. <sp t="16" p0="5209" p1="4993" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  125. <p7><![CDATA[The entity spawner would automatically spawn a ball every specified interval,
  126. making it seem like the ball keeps going.
  127. Triggers could automatically delete this entity if their repeat type was 2]]></p7>
  128. </sp>
  129. <sp t="16" p0="5205" p1="5047" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  130. <p7><![CDATA[and their 'triggered by' setting was 4, with the entity spawner selected.
  131.  
  132. The spawner could spawn groups, NPCs, or whatever, but it would have limits
  133. so the game doesn't crash.]]></p7>
  134. </sp>
  135. <sp t="16" p0="5202" p1="5119" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  136. <p7><![CDATA[The limits would be the ones currently in the editor.
  137. Triggers could activate this, and enable or disable it.]]></p7>
  138. </sp>
  139. <sp t="16" p0="632" p1="5025" p2="0" p3="0" p4="2" p5="15" p6="2" p8="100">
  140. <p7><![CDATA[Possible bug- collision type 3 shapes
  141. do not trigger type 4 triggers.]]></p7>
  142. </sp>
  143. <sp t="16" p0="5897" p1="5030" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  144. <p7><![CDATA[New option-
  145. Go to Editor Menu / Level Options
  146.  
  147. Why is there not a tick box that enables
  148. seeing the background WHILE in the editor?
  149. This'd be REALLY useful if you have a lot of white
  150. shapes in a ]]></p7>
  151. </sp>
  152. <sp t="16" p0="5982" p1="5136" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  153. <p7><![CDATA[black-backgrounded level.]]></p7>
  154. </sp>
  155. <sp t="16" p0="6325" p1="4961" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  156. <p7><![CDATA[New thing- Checkpoints.
  157.  
  158. It's an action from the trigger tool.
  159. Action- Level checkpoint.
  160. Checkpoints spawn the player from them, and in the ESC
  161. menu, a 'Restart from checkpoint' option will be ]]></p7>
  162. </sp>
  163. <sp t="16" p0="6325" p1="5068" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  164. <p7><![CDATA[available, perhaps above the normal 'restart level' option
  165. so restarting the whole level doesn't happen accidentally.
  166.  
  167. Pressing ESC+R when a checkpoint is active will restart the level]]></p7>
  168. </sp>
  169. <sp t="16" p0="6980" p1="5004" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  170. <p7><![CDATA[New thing for the servers- color presets.
  171.  
  172. Why not make all the color presets defined by
  173. a user in the color panel be stored on the TJF
  174. servers instead of just as a local file?]]></p7>
  175. </sp>
  176. <sp t="16" p0="6976" p1="5103" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  177. <p7><![CDATA[I had a disk defragment, and all my colors were lost.
  178. At least add a tick-box for whether ]]></p7>
  179. </sp>
  180. <sp t="16" p0="6327" p1="5141" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  181. <p7><![CDATA[from the checkpoint instead of the level start, just in case.
  182. ESC+E will restart the whole level instead when a checkpoint is triggered.]]></p7>
  183. </sp>
  184. <sp t="16" p0="6976" p1="5141" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  185. <p7><![CDATA[colors should be stored locally or on the servers.
  186. Automatically, it should be stored locally, just in case.]]></p7>
  187. </sp>
  188. <sp t="16" p0="7935.5" p1="5088" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  189. <p7><![CDATA[New sound available to play from
  190. the trigger sound menu- 'Level Victory'.
  191. The 'DUN DUN DUN' earrape. Optional to put there,
  192. but it'd be great for trolling...]]></p7>
  193. </sp>
  194. <sp t="9" p0="8558" p1="5205"/>
  195. <sp t="16" p0="8461" p1="5098" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  196. <p7><![CDATA[Alright, I think that's all.]]></p7>
  197. </sp>
  198. <sp t="16" p0="7417" p1="4993" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  199. <p7><![CDATA[Triggers should be able to change shape and polygon colors,
  200. as well as the level background color, as shown with the red trigger.
  201. Triggers should ALSO be able to alter the FOREGROUND color, which]]></p7>
  202. </sp>
  203. <sp t="16" p0="7419" p1="5048" p2="0" p3="0" p4="2" p5="15" p6="1" p8="100">
  204. <p7><![CDATA[would be useful for fog and stuff, the green trigger will show what I mean.
  205. It'd be a better alternative than creating a lot of 5000x5000 blocks.]]></p7>
  206. </sp>
  207. <sp t="16" p0="7498" p1="5091" p2="0" p3="16711680" p4="5" p5="10" p6="1" p8="100">
  208. <p7><![CDATA[BACKGROUND]]></p7>
  209. </sp>
  210. <sp t="16" p0="7713" p1="5091" p2="0" p3="65280" p4="5" p5="10" p6="1" p8="100">
  211. <p7><![CDATA[FOREGROUND]]></p7>
  212. </sp>
  213. </specials>
  214. <groups>
  215. <g x="-6690886.6" y="-6700886.2" r="0" ox="-4695" oy="-5101" s="f" f="f" o="100" im="f"/>
  216. <g x="-6690886.6" y="-6700886.4" r="0" ox="-4611" oy="-5124" s="f" f="f" o="100" im="f"/>
  217. <g x="-6690886.5" y="-6700886.3" r="0" ox="-4605.5" oy="-5130.5" s="f" f="f" o="100" im="f"/>
  218. <g x="7587.2" y="5063.2" r="0" ox="-7587.2" oy="-5063.2" s="f" f="t" o="0" im="f">
  219. <sh t="0" i="f" p0="7587" p1="5063" p2="5000" p3="5000" p4="0" p5="t" p6="f" p7="1" p8="14540253" p9="-1" p10="100" p11="1"/>
  220. </g>
  221. </groups>
  222. <triggers>
  223. <t x="757" y="5169" w="100" h="5" a="0" b="4" t="1" r="1" sd="f" d="0">
  224. <sh i="3" a="6"/>
  225. </t>
  226. <t x="7756" y="5144" w="55" h="80" a="0" b="1" t="1" r="1" sd="f" d="0">
  227. <g i="3" a="1" p0="80" p1="1"/>
  228. </t>
  229. <t x="7541" y="5145" w="55" h="80" a="0" b="1" t="1" r="1" sd="f" d="0">
  230. <sh i="0" a="3" p0="100" p1="1"/>
  231. </t>
  232. </triggers>
  233. </levelXML>
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