Much like Mari0:SE, I will be putting your entity tool-tip icons in the game.
Tool tips will pop up in the entities list and are meant to describe how certain entities are supposed to be used. The rules are simple:
1. Must be 64x64 px (you can add an extra frame by making it 128x64 if you want it to be animated)
2. If you put mario in the picture, use the default skin
3. Make the background transparent if possible
4. Use x1 Scale
You will be credited alongside the people who made the tooltips for SE in the tooltip folder. If you want to improve someone elses please do Complete Entity List
There's no deadline so ill continue to accept them for the coming months
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Quoting for visibility.
Really good tooltips Aidan, thanks
Last edited by alesan99 on 01 Mar 2020, 16:08, edited 1 time in total.
Speaking of which, The conveyer belts need to have a addition of a slope. Also, the Tanooki Suit when turning into a statue doesn't compare to the one in Mario 3. It looks like you can stay in statue mode forever as you like, while in Mario 3, it seems to last for a short time before going back to the Tanooki suit. Plus, which is wanted is if you have already got a Yoshi, the yoshi egg will hatch a 1-up mushroom instead of another Yoshi.
Last edited by jermboy27 on 01 Mar 2020, 20:20, edited 1 time in total.
Speaking of which, The conveyer belts need to have a addition of a slope. Also, the Tanooki Suit when turning into a statue doesn't compare to the one in Mario 3. It looks like you can stay in statue mode forever as you like, while in Mario 3, it seems to last for a short time before going back to the Tanooki suit. Plus, which is wanted is if you have already got a Yoshi, the yoshi egg will hatch a 1-up mushroom instead of another Yoshi.
The tanooki suit goes for about 8 seconds. In every version,
Thanks guys for all the tool tips. All lot of work has been done on the stabyourself discord
They got done a lot faster than I expected.
If you still want to have your own tooltip in the game you can submit it and ill add it in if its better than the current one.
Once V13 comes out in a few months you will be able to see them when you hover over entities
Speaking of which, The conveyer belts need to have a addition of a slope
I'm wondering, is this the correct grammatical use of the phrase "speaking of which"? Typically it's used to refer to something that was previously mentioned...
On an unrelated note, I will finally be adding quicksand in V13
Thanks guys for all the tool tips. All lot of work has been done on the stabyourself discord
They got done a lot faster than I expected.
If you still want to have your own tooltip in the game you can submit it and ill add it in if its better than the current one.
Once V13 comes out in a few months you will be able to see them when you hover over entities
Speaking of which, The conveyer belts need to have a addition of a slope
I'm wondering, is this the correct grammatical use of the phrase "speaking of which"? Typically it's used to refer to something that was previously mentioned...
On an unrelated note, I will finally be adding quicksand in V13
*V13/0
Is that a correct use of division, I’m used to using the symbol as opposed to the slashes
just to let you guys know since a lot of you are not on the discord i am working on a new mappack again, this time its and updated minecraft.
it will be 6 levels long with exploration crafting and mining. here is some screenshots of what i have so far, should be out next weekend (hopefully)
does anyone know how i could edit the lua so that hats apear above the portal gun layer of the player? i want to turn "hats" into a bunch of cool helmets for my mod but i cant figure out how to change the hat layer to be infront of the players face, as it is drawn in the portal gun layer
does anyone know how i could edit the lua so that hats apear above the portal gun layer of the player? i want to turn "hats" into a bunch of cool helmets for my mod but i cant figure out how to change the hat layer to be infront of the players face, as it is drawn in the portal gun layer
In the drawplayer function in game.lua move the function that draws v.graphic[0] next the the one that draws the other v.graphics
thank you Alesan, ive got tons of silly helmets coming out now
just one more question though, on many of the hats i can see the players hair poking through the top
any way i could set a scissor to be active while a hat is worn so i can cut off the top 3 or 4 pixels of hair? kinda like the scissor used for when the player uses a cloud?
any way i could set a scissor to be active while a hat is worn so i can cut off the top 3 or 4 pixels of hair? kinda like the scissor used for when the player uses a cloud?
Clouds and shoes actually use a special quad, which wouldn't be a good idea because you'd have an extra quad for each frame of animation
Something like this before the sprites are drawn would could work (you'd need to adjust the position)
DLC levels pop-up in the DLC section of Mappacks. Go to it and press enter on the one you want.
If you want the enemies, they come with the version you download, you cannot get new enemies in versions they weren't made in. If your referring to the galoombas and turnips, they are custom enemies made with properties. Download them and put them into the enemies folder iin your mappack.
A few things I noticed while making ports of my SE mappacks, as well as some other testing. These are mostly collected from the Discord server:
Lasers and funnels don't interact with custom enemies at all, making my ports impossible. I think I've told you about lasers, but I don't know if you heard that funnels don't work either. Many other entities don't interact with them either, including things like Spikes and Dry Bones.
Tile tools can only break blocks with the breakable property. I guess this makes sense, but it still feels really lame. Having a wall that can only break on input sounds like a good idea.
Enemies, including custom enemies are not affected by pellets at all. If they vaporize Chell, I feel like they should vaporize goombas too. In fact, they don't even knock over turrets like in Portal 1.
Conveyers can't be painted with orange gel to make it easier to overcome them when you're moving on them backwards. I guess these ones are based on Mario Maker and not that map near the end of Portal 2, but it still seems like a good interaction to have.
I've also got some suggestions for new stuff:
Animation actions to:
Activate or deactivate a certain cheat.
Kill all enemies on screen, like the Lucky Star item. This could be good for level end animations, so you don't need to make a giant enemy around the player that kills everything.
Green pellets that have an infinite lifetime. These were used once in Testchamber 19 of Portal 1, but their main use was in the mod "Rexaura", where their launcher would could accept an input, which would destroy the existing pellet and launch a new one. I figure they could also be used to make traps, or difficult platforming sections.
Sounds and an animation for when pellets are destroyed.
I just have to say that, although I've been hard on this mod in the past, it's really come into its own. You've done amazing work so far!
A few things I noticed while making ports of my SE mappacks, as well as some other testing. These are mostly collected from the Discord server:
Lasers and funnels don't interact with custom enemies at all, making my ports impossible. I think I've told you about lasers, but I don't know if you heard that funnels don't work either. Many other entities don't interact with them either, including things like Spikes and Dry Bones.
Tile tools can only break blocks with the breakable property. I guess this makes sense, but it still feels really lame. Having a wall that can only break on input sounds like a good idea.
Enemies, including custom enemies are not affected by pellets at all. If they vaporize Chell, I feel like they should vaporize goombas too. In fact, they don't even knock over turrets like in Portal 1.
Conveyers can't be painted with orange gel to make it easier to overcome them when you're moving on them backwards. I guess these ones are based on Mario Maker and not that map near the end of Portal 2, but it still seems like a good interaction to have.
I've also got some suggestions for new stuff:
Animation actions to:
Activate or deactivate a certain cheat.
Kill all enemies on screen, like the Lucky Star item. This could be good for level end animations, so you don't need to make a giant enemy around the player that kills everything.
Green pellets that have an infinite lifetime. These were used once in Testchamber 19 of Portal 1, but their main use was in the mod "Rexaura", where their launcher would could accept an input, which would destroy the existing pellet and launch a new one. I figure they could also be used to make traps, or difficult platforming sections.
Sounds and an animation for when pellets are destroyed.
I just have to say that, although I've been hard on this mod in the past, it's really come into its own. You've done amazing work so far!
- custom enemies interacting with other stuff could be cool.
- hard blocks, ? blocks and used blocks should be able to break now as they have debris options.
- agree
- it makes scene, just put blocks under them
- yes and yes
- that could be cool, he is redoing pellet launchers
- ^
i want to post gifs to update my mod progress but i dont have a gif capture and i dont know how to do it with lua although i do know its possible. how does everyone capture screenshot gifs in game?
i want to post gifs to update my mod progress but i dont have a gif capture and i dont know how to do it with lua although i do know its possible. how does everyone capture screenshot gifs in game?
I use gifcam.
I don't use ShareX but people recommend that too