Search found 10 matches
- 22 Feb 2013, 00:38
- Forum: Modding
- Topic: graphic code help please
- Replies: 5
- Views: 1314
Re: graphic code help please
Huh, that doesn't seem to work either. *stabs myself*
- 21 Feb 2013, 08:47
- Forum: Modding
- Topic: graphic code help please
- Replies: 5
- Views: 1314
Re: graphic code help please
Cheers, I'll try that. If it's really that easy, then Lua is more intuitive than I thought.
- 19 Feb 2013, 20:17
- Forum: Modding
- Topic: graphic code help please
- Replies: 5
- Views: 1314
Re: graphic code help please
Bump 'cos of a lack of response for 5 days.
- 15 Feb 2013, 07:34
- Forum: Modding
- Topic: graphic code help please
- Replies: 5
- Views: 1314
graphic code help please
Partly inspired by the post asking to make double graphics for boxes, I wanted to add an Old Aperture option to the entities. Hold your fire, I'm doing most of this on my own. I've already modded entity.lua and main.lua to tell the game there's another graphic for the gel dispenser. The game doesn't...
- 24 Nov 2012, 20:39
- Forum: Mapping
- Topic: Mac mapping!
- Replies: 0
- Views: 13315
Mac mapping!
I've noticed quite a few "maybe someone on Mac can help" comments to, well, a lot of things, so I'd like to shed some light on how to work with mappacks (and touch on modding a bit) for those of us using OSX. I'm using OSX 10.7.2 (Lion,) but these should work on most builds. First you need to identi...
- 20 Nov 2012, 20:55
- Forum: Modding
- Topic: automatik and Turtle95's GLaDOS voice v9
- Replies: 20
- Views: 5723
Re: automatik and Turtle95's GLaDOS voice v9
I got an error that says "Extension "DS_Store" not supported," then upon zipping the .love it says that it's "not a directory."
I AM on a Mac, so that may be a factor, but that hasn't happened with any of the other mods.
I AM on a Mac, so that may be a factor, but that hasn't happened with any of the other mods.
- 20 Nov 2012, 16:53
- Forum: Modding
- Topic: Turtle95's Extra Entities [0.8.0, Unsupported]
- Replies: 643
- Views: 117950
Re: Turtle95's Extra Entities! [Deploying Surprise..]
Yeah I noticed that, and I have a hunch it involves more than just shifting some files around. I mostly just want the entities from Mari0MS and the SJB to be implemented in Extra Entities. I've already put in the tileset for the Up pipes, so it's definitely working. EDIT: In an effort to avoid a dou...
- 20 Nov 2012, 06:52
- Forum: Modding
- Topic: Turtle95's Extra Entities [0.8.0, Unsupported]
- Replies: 643
- Views: 117950
Re: Turtle95's Extra Entities! [Deploying Surprise..]
Well yes, being updated frequently is important. But as a matter of fact, I'm liking the music in your mod too.
- 19 Nov 2012, 22:03
- Forum: Modding
- Topic: Turtle95's Extra Entities [0.8.0, Unsupported]
- Replies: 643
- Views: 117950
Re: Turtle95's Extra Entities! [Deploying Surprise..]
It wasn't initially, but pretty soon it became indispensable. I started playing with the level editor and when I realized I was making a full-on game, I started installing mods and this was the first one that caught my eye. I'd like to work in elements from Mari0MS if I can help it, but I'm only as ...
- 19 Nov 2012, 04:56
- Forum: Modding
- Topic: Turtle95's Extra Entities [0.8.0, Unsupported]
- Replies: 643
- Views: 117950
Re: Turtle95's Extra Entities! [Deploying Surprise..]
First post yay.
I very much approve of this mod.
I notice the outlines of the red blocks in the 'off' state are stopping the portal beam. Dunno if that's on purpose, but I'd like to not have to build my levels around that if i can help it. (World 2-4 finished!)
I very much approve of this mod.
I notice the outlines of the red blocks in the 'off' state are stopping the portal beam. Dunno if that's on purpose, but I'd like to not have to build my levels around that if i can help it. (World 2-4 finished!)