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OrbitalBP's Mods thread (2 mods)

Posted: 13 Jun 2014, 22:39
by OrbitalBlueprint
So, I decided to change the thread title a little bit. I made a new mod, but it was too small to create a brand new thread, so I made this one. Welcome to..

OrbitalBP's mod thread!

This is where I'm listing all my mods.

NOTE: All my mods are a modification of Mari0 SE, thus requiring Löve 0.9.0!

Gelcannon Expansion Mod (v1.3a)
This was my first mod. It removes the portal gun and replaces it with an enhanced gel cannon, which can now shoot two new gels, such as adhesion gel and cleansing gel!

Screenshot

Features:
-Enhanced gelcannon
-Cleansing gel
-Ability to add custom player name (Might be a bit buggy)
-Ability to place gel only on portalable tiles (White ones)
-Create notifications in "Animations" menu
-Improvised gel cursor (indicates active gel and if the gelgun is active or inactive)
-Emancipation grills are now gelfields
-You can select if a level starts with the gelcannon on/off
-Custom title screen

Download v1.3a
Custom loading texts mod
This mod lets you add your own loading texts easily into the game by creating a file called "loadingtexts.txt" in the SE directory. If it doesn't find this file, then it just uses the default loading text list.

Formatting: "loading text 1", "loading text 2", "etc", ...

Download: v1.0a

Re: Gelcannon Expansion Mod (v1.0a)

Posted: 13 Jun 2014, 23:31
by Mari0Maker
So far, it's looking really good! I'll be looking forward to the map! :D

Re: Gelcannon Expansion Mod (v1.0a)

Posted: 16 Jun 2014, 19:28
by OrbitalBlueprint
Thanks Mari0Maker!

I've updated the mod a little bit. Here are the changes:

-New way to change gel shot by gelgun
-New default portal music

I chose this new gel selection method because it's how TAG: The power of paint does it, and because this allows me to have more than six different shoot-able geltypes, like Hugo's mod has. I might make the right mouse button shoot cleansing gel/water (whatever it is), like in TAG. I was also thinking of recolouring the gels to make them resemble those out of TAG and to rename the mod to "Mari0: The power of paint", but I decided against it c:

I still can't figure out how to make the ceiling gel stick to portalable surfaces only, could some experienced modder help me possibly?

v1.1a download

Re: Gelcannon Expansion Mod (v1.1a)

Posted: 16 Jun 2014, 19:52
by HugoBDesigner
I could help you, it is probably easier than it looks. Let me see...

Right. I gel.lua, you have the four tile collisions: floor, ceiling, left and right. In each of them there's a if statement, like if a == "tile" then. On the bottom of them, there's this:

Code: Select all

map[x][y]["gels"]["right"] = self.id
First you need to check if that's the right ID of the gel you're testing. Let's say it is gel 5 (considering that the gel 4 is the cleaning gel). Then, check if the tile has the portalable property. Finished!

Code: Select all

if self.id == 5 then
	if tilequads[map[x][y]].portalable then
		map[x][y]["gels"]["right"] = self.id
	end
else
	map[x][y]["gels"]["right"] = self.id
end
PS: Don't forget to change "right" in the other collision directions ;)

PPS: Are you going to make the player be able to shoot 6 gels AT ONCE or CHANGING AT TIMES? Because if it's at once, you could perhaps do what I did in my mod, changing the gel you're shooting while holding "Ctrl" or something similar. You're 100% free to look at my mod's code for it, but it should be easy anyways :P

Re: Gelcannon Expansion Mod (v1.1a)

Posted: 16 Jun 2014, 20:02
by OrbitalBlueprint
Hm... the thing is, that is the 1.6 gel code. It changed in SE :/

Also, no, I made it so that you can have a specific gel selected, and you can change the selected gel type by scrolling. For example, I have repulsion gel and I want to shoot propulsion gel, I simply scroll upwards to get it :)

Re: Gelcannon Expansion Mod (v1.1a)

Posted: 16 Jun 2014, 20:21
by HugoBDesigner
Oh, ok. I thought it was for 1.6 :P

For your idea of using the gels, yeah, that seems a lot better and easier. Will it show some image of which gel you're using? Of course it will. Sorry, dumb question

So, for SE is almost the same thing. Just change this:

Code: Select all

tilequads[map[x][y][1]].portalable
To this:

Code: Select all

tilequads[map[x][y][1]]:getproperty("portalable")
But the code I gave you should work (from what I've seen). I just forgot to put "[1]" in the end of "map[x][y]". This should still work:

Code: Select all

if self.id == 5 then
   if tilequads[map[x][y][1]].portalable then
      map[x][y]["gels"]["right"] = self.id
   end
else
   map[x][y]["gels"]["right"] = self.id
end

Re: Gelcannon Expansion Mod (v1.1a)

Posted: 16 Jun 2014, 20:36
by BlackDrag0n1
I get this error:

Code: Select all

Error

main.lua:2148: attempt to index field 'math' (a nil value)

Traceback

main.lua:2148: in main chunk
[C]: in function 'require'
[C]: in function 'xpcall'
Help?

Re: Gelcannon Expansion Mod (v1.1a)

Posted: 16 Jun 2014, 20:40
by HugoBDesigner
Use LÖVE 0.9.0 or 0.9.1. "Math" is not present in LÖVE 0.8.0 (which is probably the version you used).

Re: Gelcannon Expansion Mod (v1.1a)

Posted: 16 Jun 2014, 20:46
by OrbitalBlueprint
Yeah, you need 0.9.0/0.9.1, like Hugo said. Just updated the main post!

Re: Gelcannon Expansion Mod (v1.1a)

Posted: 16 Jun 2014, 21:35
by BlackDrag0n1
Thanks, both of you... It works now!

Re: Gelcannon Expansion Mod (v1.1a)

Posted: 19 Jun 2014, 15:33
by OrbitalBlueprint
Version 1.2a!

-Changed gel cursor
--It goes gray when the gelgun is inactive!
-Added water/cleansing gel
--Can be shot when holding the right mouse button
--Cleans shot gels
-Added option to change the player's name


No big update yet. I'm still trying to figure out what I could add. I was thinking of adding an acidic gel, but I'm not so sure! Should I?

v1.2a

Re: Gelcannon Expansion Mod (v1.2a)

Posted: 19 Jun 2014, 22:47
by Sergione
Image

NOOOOOOOOOOOOOOO! :(

Re: Gelcannon Expansion Mod (v1.2a)

Posted: 19 Jun 2014, 22:49
by OrbitalBlueprint
Oh, i think that crash might be caused by the playername thing. Out of curiosity, which mappack were you playing? The SMB one?

Re: Gelcannon Expansion Mod (v1.2a)

Posted: 19 Jun 2014, 22:51
by Sergione
Yes, but I tried with other mappack but nonetheless has crashed! :(

Re: Gelcannon Expansion Mod (v1.2a)

Posted: 19 Jun 2014, 22:52
by OrbitalBlueprint
That's weird. I'll look into it as soon as I get access to a computer (am on my phone right now :P)

Re: Gelcannon Expansion Mod (v1.2b)

Posted: 23 Jun 2014, 15:50
by OrbitalBlueprint
Fixed it! Updated the download in the main post. Also, I started working on a new set of features... can you find out what it is? Believe me, it'll be gr8 when it's done!

EDIT: Been working something that's currently not in the download-able version... notifications can be loaded via animations! (look at the top-right corner)
GEM v1.3a

DOUBLE EDIT: Yay! Fixed a crucial bug! You can finally place gel on ceiling tiles... but only if they're portalable ;D
BUT, this update also contains the new notification thingy in the animations tab. So yeah. Feel free to tell me about any bugs or crashes!
Download v1.3a in the main post.

Re: Gelcannon Expansion Mod (v1.3a)

Posted: 08 Sep 2014, 02:21
by Mari0_Player
You should make the paint fizzlers and vanilla fizzlers different entities, and make it so that the paint fizzler doesn't fizzle cubes... that kind of gets on my nerves, since I use beemod2.
Also, maybe if you hold down ctrl you can choose between firing blue/orange and purple/cleansing and just use leftclick and rightclick respectively to fire them?

Re: OrbitalBP's Mods thread (2 mods)

Posted: 04 Nov 2014, 16:21
by OrbitalBlueprint
Alright, I edited the OP. Basically, I've created a new mod, but it was so small it didn't feel like it needed it's own thread. So now, this thread, having been the GEM thread, has been turned into my modding thread!

Also, Mari0_player, I'm still looking into making the gel fizzler it's own, seperate entity. Will update GEM as soon as it's been done.