Streaming game development: https://www.twitch.tv/stabyourself Image

[v1.1 - DISCONTINUED] Mari0:HEC (HugoBDesigner's Entities and Customization)

Mods, guides how to use and install mods go right in here.
Villager103
User avatar
Posts: 605
Joined: 31 Jan 2013, 14:50
Reputation: 54
Contact:

Post » 26 Jul 2014, 09:35

Could you add excursion funnels? And, if not in: custom gel dispenser textures.
PAGE 16!

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 26 Jul 2014, 09:49

Villager103 wrote:Could you add excursion funnels? And, if not in: custom gel dispenser textures.
PAGE 16!

I started working on Excursion Funnels but never finished (you can even see there are some files related to them in my mod and four entities that don't do anything in the "default" category). I will add it after my 1.0 update, probably...

As for the custom gel dispenser textures, they're already in the mod, you can already do it ;)

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 26 Jul 2014, 11:24

Using the mod,is the any way to make it so that when stand/place a cube on a button,an emancipation grill is turned off?Because when you stand on a button with a link to an emancipation grill it turns it on,which,in my opinion,is slightly pointless.But it's not your fault,Hugo,it was in Vanilla Mari0 too.I guess you didn't change it D:

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 26 Jul 2014, 11:46

Just link the emancipation grill to a "not" gate and link this gate to your button. You can also make the "not" gate invisible by right-clicking it ;)

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 26 Jul 2014, 21:13

So, finished the ceiling faith plates:
Image

And it's really fun to use along with the "gravityside" command:
Image

I've also redone the features of the latest update that I lost (although I haven't redone the faith plates pointer thing). I also improved the gel showing for the multi-gel entity:
Image

I also improved a lot my own code, made custom textures loading WAAAY easier and organized and added a new category to entities categories:
Image

Villager103
User avatar
Posts: 605
Joined: 31 Jan 2013, 14:50
Reputation: 54
Contact:

Post » 27 Jul 2014, 03:22

HugoBDesigner wrote:
So, finished the ceiling faith plates:
Image

And it's really fun to use along with the "gravityside" command:
Image

I've also redone the features of the latest update that I lost (although I haven't redone the faith plates pointer thing). I also improved the gel showing for the multi-gel entity:
Image

I also improved a lot my own code, made custom textures loading WAAAY easier and organized and added a new category to entities categories:
Image


Yeah! Nice to see some progress! Can't wait for 1.0.0!
I put your post in a spoiler because your post took up half the universe.

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 27 Jul 2014, 08:49

Hugo,do you need anyone to test the 1.0 version,or is it sorted?

EDIT:What's in the Multi-Gui for the Cube Dispenser?Because I know there's something,but it's not finished?Because of the error?

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 27 Jul 2014, 12:11

I don't have anything "testable" yet, since what I'm mostly doing now is fixing bugs. Whenever I have something "testable" I post it here, so you'll be able to try it out. I've got some very annoying bugs now with animated tiles and with some commands, so this might take a little bit. Sorry :S

As for the cube dispenser Multigui, it's unfinished. I want it to let you choose which texture it'll have, which texture THE BOX will have and some properties related to the box (emancipates, grabbable, kills on fall, etc.). I'll also add these settings to the box Multigui, so you'll not need to change the box properties with Commanders anymore :)

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 27 Jul 2014, 12:15

1. That's cool,I don't mind!Honestly,I just wanna play it,it's gonna be amazing!
2.So,basically what happens when you right click the Weighted Storage Cube?

Villager103
User avatar
Posts: 605
Joined: 31 Jan 2013, 14:50
Reputation: 54
Contact:

Post » 27 Jul 2014, 12:23

Could you add the Pneumatic Diversity Vent from Portal 2? It sucks objects into a tube.

Objects Affected:
Cubes
Turrets(if added)
Enemies(Goombas, etc.)

I think it should use a modified version of the box dispenser, and it should have different textures.

It should work through portals.

I might find some new elements, but I am currently being bombarded by ad pop-ups, probably because my little brother kept installing crap and putting viruses on the computer.

Announcer:
If the Enrichment Center is currently being bombarded with ads, pop-ups, or other objects from the internet, please avoid unsheltered testing areas wherever a lack of shelter from internet-debris DOES NOT appear to be a deliberate part of the test.

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 27 Jul 2014, 12:58

Villager,you're making too many suggestions.Besides,I think Hugo has already got the 1.0.0 version finished(pretty much)so he won't be adding your suggestions.Not to make him sound bad,though.

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 27 Jul 2014, 13:58

Snowburger wrote:1. That's cool,I don't mind!Honestly,I just wanna play it,it's gonna be amazing!
2.So,basically what happens when you right click the Weighted Storage Cube?

Thanks! As for the cube, nothing actually. It'll show a list of numbers from 1 to 10 for you to choose a texture. I made it so you can have 10 different custom cube textures in the same chamber, but in the new Multigui I'm gonna make you'll be able to have as many custom textures as you want! You can have multiple custom textures for buttons too, if you want, and I also want to make it limitless eventually :)

Villager103 wrote:Could you add the Pneumatic Diversity Vent from Portal 2? It sucks objects into a tube.

Objects Affected:
Cubes
Turrets(if added)
Enemies(Goombas, etc.)

I think it should use a modified version of the box dispenser, and it should have different textures.

It should work through portals.

That's a good idea, actually! I wanted to make things like fans after Excursion Funnels, so you'd be able to set the maximum length of the Funnel (so it wouldn't be infinite) and it's force (and also set if it gets weaker as it gets further). But for sucking entities I think I'd need something different. If nothing works (like excursion funnels, magnets or commands) I'll make an entity for this with path choosing...

By the way, meanwhile, you can try using Commanders and Triggers, like this:
Image

I've spent almost an hour searching that GIF. Seriously...

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 27 Jul 2014, 16:27

Wow Hugo!How did you do that ?

alesan99
User avatar
Posts: 1671
Joined: 30 May 2013, 21:42
Reputation: 315
Contact:

Post » 27 Jul 2014, 20:19

Snowburger wrote:Wow Hugo!How did you do that ?

Commanders that change the player's speed and pixel collision for the tubes?

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 27 Jul 2014, 20:34

At that time I didn't had Pixel collision, so I used the Collider entity. But now with pixel collision it'd work WAAAAY better...

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 27 Jul 2014, 21:02

But I don't know how to do that...

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 27 Jul 2014, 21:06

You need a trigger, an Environmental Trigger with a "timeloop" command (it's like a Square Wave gate), a Commander with the command "playerN speedx/speedy set [value]" and an "And" Logic Gate linked to the Trigger and to the Environmental Trigger. Link the Commander to the And gate and you're done!

Villager103
User avatar
Posts: 605
Joined: 31 Jan 2013, 14:50
Reputation: 54
Contact:

Post » 28 Jul 2014, 10:47

HugoBDesigner wrote:
Snowburger wrote:1. That's cool,I don't mind!Honestly,I just wanna play it,it's gonna be amazing!
2.So,basically what happens when you right click the Weighted Storage Cube?

Thanks! As for the cube, nothing actually. It'll show a list of numbers from 1 to 10 for you to choose a texture. I made it so you can have 10 different custom cube textures in the same chamber, but in the new Multigui I'm gonna make you'll be able to have as many custom textures as you want! You can have multiple custom textures for buttons too, if you want, and I also want to make it limitless eventually :)

Villager103 wrote:Could you add the Pneumatic Diversity Vent from Portal 2? It sucks objects into a tube.

Objects Affected:
Cubes
Turrets(if added)
Enemies(Goombas, etc.)

I think it should use a modified version of the box dispenser, and it should have different textures.

It should work through portals.

That's a good idea, actually! I wanted to make things like fans after Excursion Funnels, so you'd be able to set the maximum length of the Funnel (so it wouldn't be infinite) and it's force (and also set if it gets weaker as it gets further). But for sucking entities I think I'd need something different. If nothing works (like excursion funnels, magnets or commands) I'll make an entity for this with path choosing...

By the way, meanwhile, you can try using Commanders and Triggers, like this:
Image

I've spent almost an hour searching that GIF. Seriously...

Could you add a download for that map? I suck with triggers and stuff.

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 28 Jul 2014, 11:18

Much easier: I'll give you the objects, so you can place them in any level and edit them freely. Go to your mappack folder and make a text file named "objects". Then paste this:

Code: Select all

suck up=123;167;default/8/8/2/4/player,123;179;suck up 1/and/no;link;0;-1,123,123:123;159;default/timeloop .01 .01,123;179;suck up 1/and/no;link;0;-1,123;158;default/player1 speedy remove 3;link;0;-1,123
suck right=123;159;default/timeloop .01 .01,123;167;default/8/5/4/2/player:123;179;suck right 1/and/no;link;-1;0,123;179;suck right 1/and/no;link;-1;0:123;158;default/player1 speedx add 3;link;-1;0,123:123,123
suck down=123;167;default/13/5/2/4/player,123;179;suck down 1/and/no;link;0;-1,123,123:123;159;default/timeloop .01 .01,123;179;suck down 1/and/no;link;0;-1,123;158;default/player1 speedy add 3;link;0;-1,123
suck left=123;159;default/timeloop .01 .01,123;167;default/11/10/4/2/player:123;179;suck left 1/and/no;link;-1;0,123;179;suck left 1/and/no;link;-1;0:123;158;default/player1 speedx remove 3;link;-1;0,123:123,123


Then in the level editor, go to the "Tiles" tab and then to "Objects". You'll be able to place them wherever you want.
To change the range of "sucking", simply resize the Trigger area. To change the sucking force, edit the last value of the Commander. They are four objects, one for each direction. To add more of the same direction, you'll have to rename the logic gates, but that's easy too :)

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 28 Jul 2014, 11:22

Oh cool!Thanks Hugo!

Villager103
User avatar
Posts: 605
Joined: 31 Jan 2013, 14:50
Reputation: 54
Contact:

Post » 28 Jul 2014, 12:08

HugoBDesigner wrote:Much easier: I'll give you the objects, so you can place them in any level and edit them freely. Go to your mappack folder and make a text file named "objects". Then paste this:

Code: Select all

suck up=123;167;default/8/8/2/4/player,123;179;suck up 1/and/no;link;0;-1,123,123:123;159;default/timeloop .01 .01,123;179;suck up 1/and/no;link;0;-1,123;158;default/player1 speedy remove 3;link;0;-1,123
suck right=123;159;default/timeloop .01 .01,123;167;default/8/5/4/2/player:123;179;suck right 1/and/no;link;-1;0,123;179;suck right 1/and/no;link;-1;0:123;158;default/player1 speedx add 3;link;-1;0,123:123,123
suck down=123;167;default/13/5/2/4/player,123;179;suck down 1/and/no;link;0;-1,123,123:123;159;default/timeloop .01 .01,123;179;suck down 1/and/no;link;0;-1,123;158;default/player1 speedy add 3;link;0;-1,123
suck left=123;159;default/timeloop .01 .01,123;167;default/11/10/4/2/player:123;179;suck left 1/and/no;link;-1;0,123;179;suck left 1/and/no;link;-1;0:123;158;default/player1 speedx remove 3;link;-1;0,123:123,123


Then in the level editor, go to the "Tiles" tab and then to "Objects". You'll be able to place them wherever you want.
To change the range of "sucking", simply resize the Trigger area. To change the sucking force, edit the last value of the Commander. They are four objects, one for each direction. To add more of the same direction, you'll have to rename the logic gates, but that's easy too :)

It crashes my game!

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 28 Jul 2014, 13:32

I tried it here and it didn't crash my mod. For some reason I don't know, the Trigger areas went unaligned, so I'll try to fix it as soon as possible. So, meanwhile, make sure your file is correct or that you're running the latest version of the mod, dunno.

To make things easier, could you give me the error you got? You can find it on %appdata%/LOVE/mari0/errors

Villager103
User avatar
Posts: 605
Joined: 31 Jan 2013, 14:50
Reputation: 54
Contact:

Post » 29 Jul 2014, 09:13

HugoBDesigner wrote:I tried it here and it didn't crash my mod. For some reason I don't know, the Trigger areas went unaligned, so I'll try to fix it as soon as possible. So, meanwhile, make sure your file is correct or that you're running the latest version of the mod, dunno.

To make things easier, could you give me the error you got? You can find it on %appdata%/LOVE/mari0/errors

It said something about the level file not existing.

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 29 Jul 2014, 12:02

So create a mappack/level in a mappack, since it seems to be the problem. It couldn't have been caused by my "objects" text, so it probably was something you did in your mappack. If creating a new level in your current mappack doesn't works, try creating a new mappack. Maybe your mappack is corrupted, dunno.

There's also one last possibility that could be what happened: you pasting that code in a level file thinking it was a map. If you put that code in a LEVEL file, then read the entire post with the code.

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 30 Jul 2014, 10:40

Hugo,can I use that in Time Effects Tests?

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 30 Jul 2014, 11:16

Of course you can! That's why I put this here: so people could use it...

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 31 Jul 2014, 23:29

Hey hugo.How do Edit the pixel collision thing?I mean like mirror,invisible etc.

Automatik
User avatar
Posts: 1076
Joined: 20 Jul 2012, 17:54
Reputation: 8
Contact:

Post » 02 Aug 2014, 18:24

Not hugo, but :
Image

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 02 Aug 2014, 22:54

But how do I edit them?Add them to my tileset?

Automatik
User avatar
Posts: 1076
Joined: 20 Jul 2012, 17:54
Reputation: 8
Contact:

Post » 02 Aug 2014, 23:04

Yes. You add them to your tileset. The example I showed is like a enlarged brick tile with all properties. (Of course, only put the properties you need)

TurretBot
User avatar
Posts: 4655
Joined: 15 Mar 2012, 23:18
Reputation: 719
Contact:

Post » 03 Aug 2014, 02:59

I think he mieans in the txt file properties

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 03 Aug 2014, 15:38

Snowburger, what do you mean? The tile properties are placed in each tile (in the 1 pixel space on it's right and below it). The mirror property is not present in this version (if I remember correctly), but everything else is, and working normally.

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 03 Aug 2014, 16:12

Snowburger,what do you mean?


I mean like,how do you add the property to the tile?

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 03 Aug 2014, 18:10

Take a look at my tileset (the one you're using). Below the tiles and in their right side, do you see some pixels? That's how you add the properties. The brick tile above is just an example. You place pixels in the right/under the tile image, and each position represents a property. Use the image above to get which positions represents which properties. You can have as many properties as you want, just make sure to place them in the correct position. The color doesn't make any difference, just make sure it is opaque.

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 06 Aug 2014, 20:40

Hugo,when do you think the 1.0.0 update is coming?

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 06 Aug 2014, 20:46

Pretty soon. I'm fixing a lot of bugs that I've been avoiding this whole time. I'm not gonna add anything new to the 1.0 version (even though I promised a lot of new things for it). I'm almost done with the more serious bugs, and as soon as I have these fixed I'll relaunch the mod :)

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 06 Aug 2014, 21:46

I won't be adding anything new in the 1.0 version


Aw,how come?
So,how long will we have to wait 'till you do add new stuff?

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 06 Aug 2014, 22:01

I just decided to not add anything new to the next update so I can have it faster and also have another stable version of the mod (which I don't have for quite some time). Right after the 1.0 update I'll add new content, don't worry. The 1.0 update may take a few days, maybe a few weeks, but I've got a great progress on it so far, so it shouldn't take so long :)

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 06 Aug 2014, 22:13

Sounds good!Can't wait,but I will anyway!

Hugo,how do I add a custom linking thing?I'd like to add the ones from Blue Portals(I mean where they show what a button links to,in Blue Portals they were a straight line,leading to a sad/happy face).Sorry if this "explanation" wasn't enough :D

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 06 Aug 2014, 23:14

Make an "entity.png" image, based on the game's entity image. You can get it in my mod's source code (open it with WinRAR, go to "graphics/SMB/entity.png"). They are more or less in the middle, it should be easy to identify.

You can also change their colors by making a "customgl.png" file. It is 2x1 pixels; the first pixel changes the "off" color, the second changes the "on" color. You can get an example in my Blue Portals or Pop A Portal mappacks :)

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 07 Aug 2014, 09:12

Hi Hugo.So,I'm working on a "Blue Portals 2" kind-of project and I love the things you did in Blue Portals using the "Turns on input around" gates.So,I want to use them.But how?Right now I'm stuck making a puzzle where a cube is on a button,and you have to stand on another button for the door to open(without using 2 doors).Here-
Image

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 07 Aug 2014, 09:21

Use the "Logic Gate" entity (it's icon is similar to the "Not gate" entity). Open it and change it's name (you can also toggle visibility). Gates with similar names are linked to each other, so you'll need 2 "and" gates with the same name, one linked to each button. Then just link the door to any of them (both activate together if both are being activated). If you get stuck with it, take a look at the Portal mappack (I changed it a long time ago to make it use features of my mod). Look at the level 1-1, in the last chamber. I used an "and" gate to the door (where there were 2 doors before).

Also good luck with your mappack!

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 07 Aug 2014, 17:18

Hey Hugo - GIANT CUBES
Image

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 07 Aug 2014, 19:41

o.O

That was... Unexpected...
I've reworked HD textures on my mod, but I didn't knew it was broken in the latest version :S
Well, at least I made it work better in the latest version... Sorry for the inconvenience...

Snowburger
User avatar
Posts: 85
Joined: 23 Jun 2014, 21:21
Reputation: 0

Post » 08 Aug 2014, 10:30

Morning Hugo.I was just playing SE,and I though I'd ask you:Are you considering adding buttons(cube buttons,not press-buttons)that you can put on the wall or ceiling?It was in Portal 2,so it'd make sense here:D

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 08 Aug 2014, 19:59

I'll add them as soon as I finish Excursion Funnels. Otherwise there ain't many ways of you using it, right? :P
I mean, you could even use Adhesion Gel, but it currently only affects players and not cubes, so it wouldn't work. As your last resource, you can use a trigger and a custom indicator. They'll have the same effect as normal buttons :)

Villager103
User avatar
Posts: 605
Joined: 31 Jan 2013, 14:50
Reputation: 54
Contact:

Post » 13 Aug 2014, 14:17

Once you are done, could you add a property that you can add to cubes that makes them float or sink when in water for when someone decides to make an underwater test chamber.
Also, My PC has been restored, so no more ad pop-ups! Yay!

Wary
User avatar
Posts: 638
Joined: 03 Jun 2012, 14:30
Reputation: 57

Post » 13 Aug 2014, 14:35

Villager103 wrote:Also, My PC has been restored, so no more ad pop-ups! Yay!


Sorry for being off-topic, but you should get an antivirus.

Villager103
User avatar
Posts: 605
Joined: 31 Jan 2013, 14:50
Reputation: 54
Contact:

Post » 14 Aug 2014, 21:43

WaryLouka wrote:
Villager103 wrote:Also, My PC has been restored, so no more ad pop-ups! Yay!


Sorry for being off-topic, but you should get an antivirus.

I have already installed one after it was restored. So I won't get bombarded with ads anymore.

HugoBDesigner
User avatar
Posts: 2121
Joined: 19 Sep 2012, 02:23
Reputation: 674
Contact:

Post » 17 Aug 2014, 14:50

Quick update, guys! Like, literally, a new "Quick Update for Mari0 +Portal" just came out, so check it out right here: Quick Update for Mari0 +Portal #12.

As for the box that floats in water, I could have it done, but you can already have it with Commanders. I made a GIF showing how you can do it, so I'll edit this post later :)


Return to “Modding”

Who is online

Users browsing this forum: No registered users and 5 guests

cron