[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)

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MagicPillow
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Post » 08 Dec 2013, 20:34

Turtle95 wrote:Not that the mod needs this, but what if you added the "reserve item" function into it? If you don't like my idea, it's ok.
What about an option to allow this for certain mappacks, so that unmodded mappacks wouldn't have this, but if you chose, you could allow the player to reserve items in your mappack?

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MM102
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Post » 10 Dec 2013, 05:15

can you make it so the foreground moves faster the level when you have a custom scroll factor?
Also, can you make it so your custom music will play during an intermission if it's set to custom music?

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ChrisGin
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Post » 10 Dec 2013, 16:08

hey I found a weird thing...
Image
When a meteor falls on a portal...u kinda go through the portal but if its an infinite loop u kinda bounce around.

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alesan99
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Post » 11 Dec 2013, 00:06

ChrisGin wrote:hey I found a weird thing...
Image
When a meteor falls on a portal...u kinda go through the portal but if its an infinite loop u kinda bounce around.
That happens with all enemies. Try putting a portal under a muncher.

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alesan99
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Post » 11 Dec 2013, 01:40

DOUBLE POST aww yeah
Live streaming
EDIT: ended
I made lava tiles that insta-kill. They even work if they're not collidable!

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BobTheLawyer
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Post » 11 Dec 2013, 03:45

Could you make a water tile version that if you go in, you shrink or take damage? You are invincible after getting hurt already, which can prevent dying again, so you have time to swim out.
Not sure if this was in real Mario games, but it was in Newer Super Mario Bros Wii, as boiling water.

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MM102
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Post » 11 Dec 2013, 15:34

if you include boiling water (or you could do this for lava it's your mod)
I think it would be cool if you had a star you could swim in it as just normal water

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alesan99
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Post » 11 Dec 2013, 21:31

I added boiling water a couple of hours ago (Add the water property and lava property).

Wilo
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Post » 12 Dec 2013, 03:43

Could you add the boss-battle barrier wall things that acted as one way doors that were present in New Super Mario Bros., 2, and Wii?

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Mr.Q.Marx?
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Post » 12 Dec 2013, 12:49

WiloKing wrote:Could you add the boss-battle barrier wall things that acted as one way doors that were present in New Super Mario Bros., 2, and Wii?
I'd do that in the current version by setting a pipe by a closed wall in 1-4.
Pipe leads to sublevel. Sub-level is main level.
Sub level ends in door tile with side pipe entity on it. Warps back to main world.
Main World boss battle.

Wilo
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Post » 12 Dec 2013, 15:29

I can do that, okay, that'll work.

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Superjustinbros
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Post » 12 Dec 2013, 17:20

WiloKing wrote:Could you add the boss-battle barrier wall things that acted as one way doors that were present in New Super Mario Bros., 2, and Wii?
So in a nutshell, Mega Man-styled boss doors?

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Villager103
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Post » 13 Dec 2013, 10:52

Add the PGun holder thing that holds the pgun.

Don't forget to add an option that lets the mapper choose the pgun the player gets.

Option 1: No PGun.

Option 2: Portal 1.

Option 3: Portal 2.

Option 4. Both portals.

Do the same with the holder too.

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alesan99
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Post » 13 Dec 2013, 14:38

I thought about that before and I might add it.
I've thought about every SE entity so no need to suggest them

Oh and I started work on GLaDOS so
main post wrote:I'm busy making GLaDOS so no suggestions until I finish
So far I'm 5% done

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Villager103
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Post » 13 Dec 2013, 18:31

alesan99 wrote:I thought about that before and I might add it.
I've thought about every SE entity so no need to suggest them

Oh and I started work on GLaDOS so
main post wrote:I'm busy making GLaDOS so no suggestions until I finish
So far I'm 5% done
Alright then. Good luck coding GLaDOS!

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OrbitalBlueprint
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Post » 13 Dec 2013, 20:02

What attacks will GLaDOS have if I may ask?

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alesan99
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Post » 13 Dec 2013, 23:27

OrbitalBlueprint wrote:What attacks will GLaDOS have if I may ask?
Well I'll make the fight like portal. There's a rocket launcher and you'll need to redirect the rockets to hit GLaDOS. GLaDOS will then drop a core that you'll need to get rid of.
So she doesn't attack (There will be deadly neurotoxin though)

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HugoBDesigner
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Post » 14 Dec 2013, 00:37

alesan99 wrote:Well I'll make the fight like portal. There's a rocket launcher and you'll need to redirect the rockets to hit GLaDOS. GLaDOS will then drop a core that you'll need to get rid of.
So she doesn't attack (There will be deadly neurotoxin though)
This is one of the 2 battle modes I was going to make to GLaDOS. I think now I should only do one...

Anyway, are you going to make the rocket launchers as an entity or it'll be automatically added to GLaDOS? Because it'd be very cool to add them in non-GLaDOS-battle levels :)

Also, is the neurotoxin part of GLaDOS too or a separated entity?

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alesan99
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Post » 14 Dec 2013, 00:41

The rocket launcher is separate. I already made it I just need to make the rockets portalable.
The neurotoxin is part of GLaDOS.

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BobTheLawyer
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Post » 14 Dec 2013, 04:07

Fire Plants seem to shot fire that goes insanely fast at times. I don't see why the speed is not consistent.
Also, it should probably blow up when it collides with tiles.
When it hits some entities, like defective turrets, the fireballs stops, but keeps spinning.

Also, was the Sun really that insanely annoying in SMB3? It's so hard to avoid getting hit in the mappack that comes with this mod.

Also, turrets don't give any indication of doing damage to you. You just die. You also don't seem to heal?

I have been hesitant to download this mod, but most of this stuff is amazing and you coded it great!
Wonderful job. Glad I played this mod. I hope you perfect minor details. Minor failures take greatly away from the enjoyability as a whole in my opinion, so I hope you consider fixing them.

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alesan99
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Post » 14 Dec 2013, 04:24

BobTheLawyer wrote:Fire Plants seem to shot fire that goes insanely fast at times. I don't see why the speed is not consistent.
Also, it should probably blow up when it collides with tiles.
When it hits some entities, like defective turrets, the fireballs stops, but keeps spinning.

Also, was the Sun really that insanely annoying in SMB3? It's so hard to avoid getting hit in the mappack that comes with this mod.

Also, turrets don't give any indication of doing damage to you. You just die. You also don't seem to heal?

I have been hesitant to download this mod, but most of this stuff is amazing and you coded it great!
Wonderful job. Glad I played this mod. I hope you perfect minor details. Minor failures take greatly away from the enjoyability as a whole in my opinion, so I hope you consider fixing them.
1. I know. It has to do with my horrible way of using the player's x and y coordinates for x and y speed. So the further away you are the faster the fireballs go.
2. They don't explode in SMB3...
3. I can fix that.
3. I'll make it not attack so often.
4. You should know you're getting hit if bullets/red lines are going through you.
5. Huge mods are always going to have many flaws. I notice most of them but don't fix them because i'm lazy I don't know how to.

GIF!
Image

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Qcode
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Post » 14 Dec 2013, 04:44

...
Last edited by Qcode on 21 Oct 2021, 19:00, edited 1 time in total.


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BobTheLawyer
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Post » 14 Dec 2013, 16:48

Also, you should see if you can change your gigantic bullet bill from a rectangle to have a more angled collision in the front. It's annoying to die on nothing.

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alesan99
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Post » 14 Dec 2013, 17:01

BobTheLawyer wrote:Also, you should see if you can change your gigantic bullet bill from a rectangle to have a more angled collision in the front. It's annoying to die on nothing.
I'm not redrawing it because it took me forever to make and I don't want to make it ugly just so it fits perfectly into a square. I understand that it's annoying that it has square collision but I can't fix it.

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OrbitalBlueprint
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Post » 14 Dec 2013, 17:03

alesan99 wrote: Image
Please tell me this has the actual sounds. Or even better, retro sounds!

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BobTheLawyer
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Post » 14 Dec 2013, 17:10

alesan99 wrote:
BobTheLawyer wrote:Also, you should see if you can change your gigantic bullet bill from a rectangle to have a more angled collision in the front. It's annoying to die on nothing.
I'm not redrawing it because it took me forever to make and I don't want to make it ugly just so it fits perfectly into a square. I understand that it's annoying that it has square collision but I can't fix it.
I'm not telling you to change the picture. I'm just asking you to change the square collision into a bunch of small squares.

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alesan99
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Post » 14 Dec 2013, 17:15

BobTheLawyer wrote: I'm not telling you to change the picture. I'm just asking you to change the square collision into a bunch of small squares.
I can't do that.
OrbitalBlueprint wrote: Please tell me this has the actual sounds. Or even better, retro sounds!
It has the same sounds it had in portal.

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Superjustinbros
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Post » 14 Dec 2013, 20:20

Quick question:
Image
Are these intended to be the actual turrets equipped with machine guns? This looks more like it's shooting darts.

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alesan99
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Post » 14 Dec 2013, 20:41

Superjustinbros wrote:This looks more like it's shooting darts.
Placeholder graphics.
It's a rocket turret.

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eraykaan
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Post » 15 Dec 2013, 13:31

How about those laser reflector cubes? I know, i'm just being stupid

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Flutter Skye
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Post » 15 Dec 2013, 13:32

alesan99 wrote:
main post wrote:I'm busy making GLaDOS so no suggestions until I finish

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OrbitalBlueprint
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Post » 15 Dec 2013, 14:05

eraykaan wrote:How about those laser reflector cubes? I know, i'm just being stupid
How would those even work in a 2D game?

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TurretBot
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Post » 16 Dec 2013, 00:57

I was making a Switch Palace for the bonus areas in the game but the freaking switch blocks don't stay switched between levels!
Can you please make them universal, Alesan? EDIT: Well I guess not since you're making GLaDOS.

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Superjustinbros
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Post » 16 Dec 2013, 03:12

OrbitalBlueprint wrote:
eraykaan wrote:How about those laser reflector cubes? I know, i'm just being stupid
How would those even work in a 2D game?
It's been discussed before. Just about everyone here has had mixed reactions towards them. But to make a long story short, someone suggested the reflection cubes would be adjusted based on the direction you're holding the cube when you drop it, and from there you'd be able to move it as you please, and pick it up again to readjust the angle the lasers are reflected in.

Even with that said, not really sure if reflection cubes could be accomplished without much trouble, and it's almost not worth it IMO.

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TurretBot
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Post » 16 Dec 2013, 17:20

Superjustinbros wrote:
OrbitalBlueprint wrote:
eraykaan wrote:How about those laser reflector cubes? I know, i'm just being stupid
How would those even work in a 2D game?
It's been discussed before. Just about everyone here has had mixed reactions towards them. But to make a long story short, someone suggested the reflection cubes would be adjusted based on the direction you're holding the cube when you drop it, and from there you'd be able to move it as you please, and pick it up again to readjust the angle the lasers are reflected in.

Even with that said, not really sure if reflection cubes could be accomplished without much trouble, and it's almost not worth it IMO.
Or you could click in the direction you want it to go when you grab it, since you can't shoot portals when you're holding cubes anyway.

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Firaga
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Post » 17 Dec 2013, 15:10

>squarwaves hasn't been fixed for two weeks
>hnnng

Great mod, the next best thing to SE.

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alesan99
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Post » 17 Dec 2013, 23:30

Firaga wrote:>squarwaves haven't been fixed for two weeks
Squarewaves aren't broken.

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Firaga
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Post » 17 Dec 2013, 23:35

Image

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alesan99
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Post » 17 Dec 2013, 23:46

Fixed.

Also, I'm about 50% with GLaDOS. I need to make cores and neurotoxin.
Expect it to be done either today or tomorrow. GLaDOS is acting stupid, might take longer. I'm fine
It was taking me a long time because I was working on on other projects as well. GLaDOS isn't really hard to make.
Last edited by alesan99 on 18 Dec 2013, 04:43, edited 3 times in total.

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HansAgain
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Post » 18 Dec 2013, 01:44

Firaga wrote:Image
How did i not notice that?

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TurretBot
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Post » 18 Dec 2013, 01:47

alesan99 wrote:GLaDOS isn't really hard to make.
This makes your 'No suggestions, I'm making GLaDOS' thing seem kind of disproportionate to the actual matter at hand.

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alesan99
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Post » 18 Dec 2013, 02:02

Turret Opera wrote:
alesan99 wrote:GLaDOS isn't really hard to make.
This makes your 'No suggestions, I'm making GLaDOS' thing seem kind of disproportionate to the actual matter at hand.
I don't want people bombarding me with suggestions while i'm making it.

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TurretBot
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Post » 18 Dec 2013, 02:21

alesan99 wrote:
Turret Opera wrote:
alesan99 wrote:GLaDOS isn't really hard to make.
This makes your 'No suggestions, I'm making GLaDOS' thing seem kind of disproportionate to the actual matter at hand
I don't want people bombarding me with suggestions while i'm making it.
But if it's not a huge problem making her, then what's the big deal?

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alesan99
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Post » 18 Dec 2013, 02:24

Turret Opera wrote: But if it's not a huge problem making her, then what's the big deal?
Let me reword it, I know how I am going to make GLaDOS and I know I'll be able to but I need some time and
alesan99 wrote: I don't want people bombarding me with suggestions while i'm making it.

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TurretBot
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Post » 18 Dec 2013, 02:37

So you just don't want to come back from GLaDOS with a million suggestions because that sounds ridiculous.
But anyway this conversation is probably just as time wasting so we can stop here, I understand now why you didn't want suggestions so I'm good I guess.

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alesan99
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Post » 18 Dec 2013, 04:42

Image
75% done
I'll fix the GLaDOS sprite.

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HugoBDesigner
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Post » 18 Dec 2013, 15:47

alesan99 wrote:Image
75% done
I'll fix the GLaDOS sprite.
That's already looking pretty awesome!
May I suggest you something? Maybe making GLaDOS entity "outputable", then you could make the rocket launcher "inputable", then you could link the rocket launcher to her, and whenever she went off (due to cores or being fully destroyed) the rocket launchers would stop shooting. In original Portal they don't shoot at you until you destroy a core.

But of course it's just a suggestion. Keep up the good work :)

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OrbitalBlueprint
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Post » 18 Dec 2013, 16:23

alesan99 wrote:Image
75% done
I'll fix the GLaDOS sprite.
I love the GLaDOS sprite so far. I'd make the yellow parts on the cables look more orange though, and the neurotoxin time countdown is barely visible due to GLaDOS.

Also, does she turn into the direction where you're standing?

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alesan99
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Post » 18 Dec 2013, 21:45

HugoBDesigner wrote: That's already looking pretty awesome!
May I suggest you something? Maybe making GLaDOS entity "outputable", then you could make the rocket launcher "inputable", then you could link the rocket launcher to her, and whenever she went off (due to cores or being fully destroyed) the rocket launchers would stop shooting. In original Portal they don't shoot at you until you destroy a core.

But of course it's just a suggestion. Keep up the good work :)
The rocket launcher already detects if GLaDOS's first core is destroyed and if GLaDOS is dead.
OrbitalBlueprint wrote:I love the GLaDOS sprite so far. I'd make the yellow parts on the cables look more orange though, and the neurotoxin time countdown is barely visible due to GLaDOS.

Also, does she turn into the direction where you're standing?
1. Okay
2. If you play the game it's easier to see. You can change where GLaDOS is anyways.

Thanks guys. I'm making customizable ending screens so you can make a proper ending instead of "congratulations! you have finished this mappack!".

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