Unreleased levels?

26 replies [Last post]
Joined: 12/23/2010

I was looking through some old files today when I came across a PDF of an old PC Gamer 2009 issue. In it was an interview with Kyle Gabler, since WoG was still pretty new back then, and on the side of the page I saw a screenshot caption: "It looks cartoonish, but World of Goo has high aesthetic standards. Two thirds of the levels Kyle and Ron created never made it into the final game."

I dunno if any of you heard of this before, but this gave me a brainwave. We could ask Ron and Kyle if they'd be willing to supply us with these levels if they still have them, and we could, well, play them! Maybe we could even pack them into goomods, too. I mean, levels that Ron and Kyle made but never used are sure to be super awesome, maybe they even used some features in the game that seemed to be unused (such as endonnogeom).

So what do you guys say? Do you think we have a chance of getting these "lost" levels?

Joined: 08/06/2010

That would be nice! We've seen a lot in the TWoGwnBiaD articles, but not twice the number from the original game.

I did ask Ron once, and he mentioned that some of the features (like Thruster) were meant for Chapter 6. So there must have been some already-built Goo Balls and levels using that, right?

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 12/23/2010

Yeah, probably. If they used thruster then I'm almost 100% sure there are some levels finishing with endonnogeom.

Totally forgot about Chapter 6 though Tongue Some of that 2/3 is probably from Moon of Goo.
By the way, what's TWoGwnBiaD? Never heard of it.

Joined: 08/06/2010

The World of Goo was not Built in a Day. Seven articles, each featuring a (downloadable) different beta of WoG.

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 12/23/2010

Haha cool, I'll check that out.

But about the levels, maybe if Red wants he can email them and see if they're up for it. If they still had the beta builds they'll probably have the unused levels.

Joined: 07/08/2011

I suggest you use the contact form. I think he blocked me last time. Tongue

Joined: 08/06/2010

Why? What did you send?

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 07/08/2011

Nothing, he just didn't reply to my reply.

Joined: 02/20/2011

World of Goo: the lost goos.
There is a world, lost for centuries, full of new creative game play, all goos sleeping. Suddenly, a young traveler stirs them, and centuries old secrets are revealed...
That would be a cool intro Smile

-_-

Joined: 05/11/2011

Or maybe dis:Paralell: The world, dead.The people, gone. The sign painter, Missing in action. The gooballs, unknown...
This is where you'll need me, the sign maker.

I made goomods.

Joined: 12/23/2010

Finally sent an email sent after forgetting about it. Waiting for a reply, hopefully not for too long.

Joined: 03/13/2012

I saw some beta levels, maybe, with a little encrypting we can get those to work in the normal game! I would love to play them!
@ gooey you already are are creating a level called parallel right? So.. i think kirdneh's version is better.

---------------------

Here is the goingup.xml for the last build of the beta vaersions.

<level id="GoingUp" name="Going Up" minx="-425" miny="0" maxx="425" maxy="625" letterboxed="false" >
 
<!-- Camera -->
<camera>
  <poi pos="-0.5,308.5" traveltime="0" pause="0" />
</camera>
 
<!-- Music -->
<music filename="res/music/loop_AstorPiazzola_Libertango.mp3" />
<loopsound id="SOUND_LEVEL_GOINGUP_LOOPSOUND" />
 
<!-- GlobalForces -->
<linearforcefield force="0,-10"/>
 
<!--
  <radialforcefield center="0,300" forceatcenter="-20" forceatedge="0" radius="300"/>
  <linearforcefield center="0,150" width="1000" height="300" force="0.01,20"/>
-->
 
  <!-- SceneLayers exported from Photoshop -->
<SceneLayer name="bush_fg1a" depth=".25" x="318.325" y="74.5" scalex="1" scaley="1" rotation="0" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_BUSH_FG1A" />
<SceneLayer name="bush_fg1a" depth=".25" x="-312.375" y="69.4" scalex="1" scaley="1" rotation="0" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_BUSH_FG1A" />
<SceneLayer name="hill_fg1a" depth="0" x="0" y="52" scalex="1" scaley="1" rotation="0" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_HILL_FG1A" />
<SceneLayer name="bush_leafy_1b" depth="-.1" x="290.3175" y="52.715" scalex="0.99665691188091" scaley="1.00106193614581" rotation="-6.309" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_BUSH_LEAFY_1B" />
<SceneLayer name="bush_leafy_1b" depth="-.1" x="-270.6525" y="20.1125" scalex="1.09818315867618" scaley="1.09973008051976" rotation="18.97" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_BUSH_LEAFY_1B" />
<SceneLayer name="bush_leafy_1" depth="-.15" x="330.0975" y="46.588125" scalex="1.00179838290946" scaley="1.00179838290946" rotation="3.434" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_BUSH_LEAFY_1" />
<SceneLayer name="bush_leafy_1" depth="-.15" x="-303.12875" y="54.139375" scalex="1.00224747442934" scaley="1.000199980004" rotation="11.535" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_BUSH_LEAFY_1" />
<SceneLayer name="sky_blue2a" depth="-0.75" x="0" y="312.5" scalex="1" scaley="1" rotation="0" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_SKY_BLUE2A" />
<!-- Pipe SceneLayers -->
<SceneLayer name="pipe_horiz" depth="-0.001" x="-3.00002552042305" y="530.000773618007" scalex="1.05785142932056" scaley="1" rotation="90.0000760198121" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_PIPE_HORIZ" />
<SceneLayer name="pipe_horiz" depth="-0.001" x="109.000369936658" y="600.001030091941" scalex="1.75206617284412" scaley="1" rotation="0" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_PIPE_HORIZ" />
<SceneLayer name="pipe_horiz" depth="-0.001" x="220.50076364374" y="565.500913305664" scalex="0.47113419892363" scaley="1" rotation="89.1696076972101" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_PIPE_HORIZ" />
<SceneLayer name="pipe_horiz" depth="-0.001" x="335.001157539182" y="531.00077789287" scalex="1.80165277926392" scaley="1" rotation="-0.00000928015672" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_PIPE_HORIZ" />
<SceneLayer name="pipe_cap" depth="0" x="-3.00001502037048" y="460.00000089407" scalex="1" scaley="1" rotation="0.00007601981207" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_PIPE_CAP" />
<SceneLayer name="pipe_bend_tl" depth="0" x="-3.00001502037048" y="600.000023841858" scalex="1" scaley="1" rotation="359.999961990094" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_PIPE_BEND_TL" />
<SceneLayer name="pipe_bend_br" depth="0" x="220.999991893768" y="600.000023841858" scalex="1" scaley="1" rotation="89.584727828793" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_PIPE_BEND_BR" />
<SceneLayer name="pipe_bend_tl" depth="0" x="219.999991893768" y="531.000031769276" scalex="1" scaley="1" rotation="89.5848752283387" rotspeed="0" alpha="1" colorize="255,255,255" image="IMAGE_LEVEL_GOINGUP_PIPE_BEND_TL" />
 
<!-- SolidGeometry -->
<polygon static="true">
<Vertex x="-553.999936580658" y="-110.99997907877" elasticity="0.1" stickiness="0" walkable="false" deadly="false" detach="true" />
<Vertex x="-425.820390105248" y="1074.21027561917" elasticity="0.1" stickiness="0" walkable="false" deadly="false" detach="true" />
<Vertex x="-433.622183322906" y="-15.5673312544823" elasticity="1" stickiness="10" walkable="true" deadly="false" detach="false" />
<Vertex x="-269.000037193298" y="60.0000030994415" elasticity="1" stickiness="10" walkable="true" deadly="false" detach="false" />
<Vertex x="-123.000007867813" y="89.000016450882" elasticity="1" stickiness="10" walkable="true" deadly="false" detach="false" />
<Vertex x="55.9999763965607" y="92.0000299811363" elasticity="1" stickiness="10" walkable="true" deadly="false" detach="false" />
<Vertex x="235.999963879585" y="61.0000166296959" elasticity="1" stickiness="10" walkable="true" deadly="false" detach="false" />
<Vertex x="432.321239471436" y="-6.00736594200134" elasticity="0.1" stickiness="0" walkable="false" deadly="false" detach="true" />
<Vertex x="420.18919301033" y="1087.65115931678" elasticity="0.1" stickiness="0" walkable="false" deadly="false" detach="true" />
<Vertex x="540.999972820282" y="-110.99997907877" elasticity="0.1" stickiness="0" walkable="false" deadly="false" detach="true" />
</polygon>
 
  <rectangle width="140" height="30" x="-200" y="420" rotation="1.570795" static="false" mass="40" image="IMAGE_NEW_PROFILE" id="rect1" />
  <rectangle width="140" height="30" x="-200" y="270" rotation="-1.570795" static="false" mass="40" image="IMAGE_NEW_PROFILE" id="rect2" />
  <hinge body1="rect1" anchor="-200,480" histop="0.5" lostop="-0.5" />
  <hinge body1="rect1" body2="rect2" anchor="-200,345" />
 
  <rectangle width="120" height="30" x="200" y="270" static="false" mass="40" image="IMAGE_NEW_PROFILE" id="rect3" />
  <slider body1="rect3" axis="0.1,1" histop="100" lostop="-100" bounce="0.1"/>
 
  <!--
 
  <circle radius="40" x="-100" y="150" mass="30" static="false" />
 
  <rectangle width="150" height="50" x="-100" y="350" rotation="0.1" static="true"/>
 
  <polygon x="200" y="200" static="false" mass="20">
    <Vertex x="50" y="0" elasticity="0.1" stickiness="0" walkable="false" deadly="false" detach="true" />
    <Vertex x="-50" y="0" elasticity="0.1" stickiness="0" walkable="false" deadly="false" detach="true" />
    <Vertex x="0" y="-50" elasticity="1" stickiness="10" walkable="true" deadly="false" detach="false" />
  </polygon>
 
  <compositegeom x="-100" y="150" rotation="0.1" static="false">
    <circle radius="20" x="10" y="0" mass="20" />
    <circle radius="20" x="0" y="20" mass="20" />
  </compositegeom>
 
  -->
 
  <!-- AttachmentPoints -->
 
<!-- Balls -->
<BallInstance type="common" x="-97.5000195205212" y="104.500018060207" id="0" />
<BallInstance type="common" x="40.4999621212482" y="107.500031590462" id="1" />
<BallInstance type="common" x="35.4999750852585" y="242.500007152557" id="2" />
<BallInstance type="common" x="-88.5000251233578" y="197.50002771616" id="3" />
<BallInstance type="common" x="-286.500028520823" y="117.500014603138" id="4" />
<BallInstance type="common" x="-200.500028580427" y="140.500031411648" id="5" />
<BallInstance type="common" x="183.499968796968" y="261.500030755997" id="6" />
<BallInstance type="common" x="296.499977260828" y="351.500026881695" id="7" />
<BallInstance type="common" x="-286.500028520823" y="305.500030517578" id="8" />
<BallInstance type="common" x="-200.500028580427" y="497.500002384186" id="9" />
<BallInstance type="common" x="119.499977678061" y="590.500012040138" id="10" />
<BallInstance type="common" x="-2.50002518296242" y="474.500022828579" id="11" />
<BallInstance type="common" x="255.499974638224" y="116.500034928322" id="12" />
<BallInstance type="common" x="180.499979108572" y="385.500006377697" id="13" />
<BallInstance type="common" x="341.499974578619" y="253.500007092953" id="14" />
<BallInstance type="common" x="-168.500020354986" y="367.500027641654" id="15" />
<BallInstance type="common" x="-294.500028580427" y="452.500002384186" id="16" />
<BallInstance type="common" x="-241.500028580427" y="385.500002384186" id="17" />
<BallInstance type="common" x="291.499977260828" y="461.500026881695" id="18" />
<BallInstance type="common" x="254.499977260828" y="399.500026881695" id="19" />
<BallInstance type="common" x="307.499974578619" y="198.500007092953" id="20" />
<BallInstance type="common" x="-279.500028520823" y="216.500030517578" id="21" />
<BallInstance type="common" x="282.499968796968" y="269.500030755997" id="22" />
 
<!-- Strands exported from Photoshop -->
<Strand gb1="3" gb2="2" />
<Strand gb1="2" gb2="1" />
<Strand gb1="1" gb2="0" />
<Strand gb1="0" gb2="3" />
<Strand gb1="3" gb2="1" />
 
<!-- Exits exported from Photoshop -->
<levelexit id="theExit" pos="-3.00001502037048,455.00000089407" direction="0,-1" range="75" angle="180" ballsrequired="8" >
</levelexit>
 
  <!-- particle effects -->
  <particles id="bigleaves1" depth="0.1"/>
  <particles id="smallleaves1" depth="-0.1"/>
 
</level>

and here is the resources.xml:
<ResourceManifest>
<Resources id="level_GoingUp" >
<SetDefaults path="res/images/levelimages/" idprefix="IMAGE_LEVEL_GOINGUP_" />
<Image id="BUSH_FG1A" path="bush_fg1a" />
<Image id="HILL_FG1A" path="hill_fg1a" />
<Image id="BUSH_LEAFY_1B" path="bush_leafy_1b" />
<Image id="BUSH_LEAFY_1" path="bush_leafy_1" />
<Image id="SKY_BLUE2A" path="sky_blue2a" />
<Image id="PIPE_HORIZ" path="pipe_horiz" />
<Image id="PIPE_CAP" path="pipe_cap" />
<Image id="PIPE_BEND_TL" path="pipe_bend_tl" />
<Image id="PIPE_BEND_BR" path="pipe_bend_br" />
<SetDefaults path="res/sounds/" idprefix="SOUND_LEVEL_GOINGUP_" />
<Sound id="LOOPSOUND" path="wind" />
</Resources>
</ResourceManifest>

To me looks completely different from the going up nowdays.

Because writing signatures is too mainstream

Joined: 07/05/2011

polygon? That's fun...

Joined: 12/23/2010

Gonna encrypt and test. If the polygon tag works... a whole new myriad of level possibilities will pop up.

Also, merged your posts.

EDIT: Wow, this is really old code, the scene elements are included in the level.bin. I'd have to move them around, in addition to removing/replacing non-existing resources, which is too much work without a mouse. I'll just try adding polygons in other levels and see if that works.
I also noticed a slider tag, that seems pretty interesting too.

Joined: 03/13/2012

I will try getting one or two levels to work from this....Lets see...I choose drill bit! Has some albinos in it..."ice" goo...]
And thanks for merging posts Smile

Because writing signatures is too mainstream

Joined: 12/23/2010

OK so wow this is weird.

I tried copy and pasting the polygon from your xml to Going Up and, well... World of Goo removes it. I mean, when I encrypt it and play the level, it works, but when I descrypt it afterwards the polygon tag is gone.
Maybe 2D Boy made World of Goo automatically remove polygon tags so that they didn't have to do it themselves, since they decided not to use them anyway. That would be interesting.

Anyway, I'm gonna try using slider now, I'll see how that goes.

EDIT: Same deal with slider. Kinda sucks, I was looking forward to some new features.

Joined: 08/06/2010

Slider works, doesn't it? I've used them before, in WooGLE. Did you put them into te scene file or the level file?

NothingGoo, I have some Ice Goo somewhere that I made a long time ago. You can get them from the level Oil Spill. Feel free to use or modify them.

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 12/23/2010

I didn't know slider was in WooGLE Tongue However I put it in the scene file, and it just got removed afterwards.

However, if it does work, then the reason it's being removed might be due to something else. Which might mean polygon works too...

Joined: 03/13/2012

Thanks! I will start soon! suspect the ice goo is albino goo though, but what would happen if we try your goo? Wait for the news!

Because writing signatures is too mainstream

Joined: 08/06/2010

Try adding a rectangle. Is it removed?

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 12/23/2010

Well, when adding a slider I added a rectangle along with it. Basically I just copied these lines from nothinggoo:

<rectangle width="120" height="30" x="200" y="270" static="false" mass="40" image="IMAGE_NEW_PROFILE" id="rect3" />
<slider body1="rect3" axis="0.1,1" histop="100" lostop="-100" bounce="0.1"/>

It got deleted along with the slider, so it's got to be something with the level. Or my method. Or something else completely.
I might try making a custom level tomorrow though, and see if I can get polygon working.

Joined: 08/06/2010

Did you delete the original file before recompiling? It's by default write-protected. Wink

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 12/23/2010

Oh... no, I didn't do that. But I did decrypt it before testing in-game and it gave me the correct XML. I could have done it wrong though, I dunno.

It's getting real late but I'll try that tomorrow and play around to see if I can get it working. I just got a new mouse too so it'll feel like heaven Tongue

Joined: 12/23/2010

When removing the GoingUp.scene.bin before encrypting my edited GoingUp.scene.xml, it still does the same: the level works but the slider and rectangle are removed from the xml.

However, I made my own level and did the same thing. I then opened it in WooGLE again, and it appears both the rectangle and slider were missing some elements. The slider didn't have a body2, and the rectangle didn't have a rotation. I added those in, tested the level, and although the slider didn't seem to do much (I don't know how they work but that doesn't matter) it did remain, as did the rectangle.

So now just to try out polygon Laughing out loud

EDIT: I just realised why GoingUp was removing the slider and stuff: I ran WoG from GooTool (because I used that for encrypting and decrypting), so it kept replacing the new bin with the old bin. How stupid can I get Tongue

EDIT2:OK so this is getting real exciting. I just tested out the whole slider thing in GoingUp and it worked (now that I run WoG directly from its .exe). I added the polygon code and the level ran. I mean, I didn't crash, but I didn't see any sign of the polygon either, the level just acted as if it wasn't even there. However when looking at the coordinates of the vertices (in the Vertex tags), I'd expect at least one side of the polygon to come within the scenebounds, and thus interact with the gooballs somehow.

Any ideas?

Joined: 03/13/2012

Maybe you should test the beta version of the game which i got the code from? ]
Find it here

Because writing signatures is too mainstream

Joined: 08/06/2010

Remember, in XML, anything invalid is ignored. So if it didn't crash that didn't necessarily mean it worked.

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 12/23/2010

^what I thought but wasn't sure about.

I'm guessing it didn't work then.

nothinggoo wrote:
Maybe you should test the beta version of the game which i got the code from? ]
Find it here

I'm sure it'd work with that, I was just curious if it worked in the current game. If it did that would be awesome, but it doesn't seem to. Oh well, it was fun trying Tongue