Blogpost mega thread
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
I never bothered to check the livestreams, sadly.
They're amazing.Superjustinbros wrote:I never bothered to check the livestreams, sadly.
-
- Posts: 56
- Joined: 30 May 2012, 18:27
A few scripted sequences that should be put in:
Controlled environments, These were all over portal 2.
There will be instances where the player has to use gel in order to solve a puzzle. To make sure the player had the least amount of adequate gel coverage, the environment would script some automatic gel placement whenever the correct gel was used, covering the exact amount of distance necessary.
There was also controlled portal exits where regardless of speed or angle, the player would come out exactly the same regardless, travelling the same distance in order to progress. These are a great way of making sure a level is progressed properly, or to prevent players from cheating.
Controlled portals. There will be times in P2 where the player would panic and not know which portal was placed wherever. As a way to make sure this didn't bother the player anyway, the portals would automatically switch to wherever the player placed the portals. IE if if the orange portal was supposed to stay, but the player shoots orange anyways, the blue portal will take the place of the previous orange, and the player carries on his merry ways not noticing what happened. (I suggest walls that can function as buttons when a portal is on it, allowing for the scripted sequence to occur)
Objects fizzling on command.
Spawning on command including droppers.
Making ant-lines flicker.
Puzzle parts flickering.
Animated parts of aperture falling apart.
Player death (just to be an asshole)
Powerups
Character switching
Portal color switching
Toggle tile portability (can/cannot shoot portals on them)
when game saves/makes a check point
erasing portals
mood lighting
camera panning
shader toggle
hat toggle just cuz
and that's about all I can think of as of now.
Controlled environments, These were all over portal 2.
There will be instances where the player has to use gel in order to solve a puzzle. To make sure the player had the least amount of adequate gel coverage, the environment would script some automatic gel placement whenever the correct gel was used, covering the exact amount of distance necessary.
There was also controlled portal exits where regardless of speed or angle, the player would come out exactly the same regardless, travelling the same distance in order to progress. These are a great way of making sure a level is progressed properly, or to prevent players from cheating.
Controlled portals. There will be times in P2 where the player would panic and not know which portal was placed wherever. As a way to make sure this didn't bother the player anyway, the portals would automatically switch to wherever the player placed the portals. IE if if the orange portal was supposed to stay, but the player shoots orange anyways, the blue portal will take the place of the previous orange, and the player carries on his merry ways not noticing what happened. (I suggest walls that can function as buttons when a portal is on it, allowing for the scripted sequence to occur)
Objects fizzling on command.
Spawning on command including droppers.
Making ant-lines flicker.
Puzzle parts flickering.
Animated parts of aperture falling apart.
Player death (just to be an asshole)
Powerups
Character switching
Portal color switching
Toggle tile portability (can/cannot shoot portals on them)
when game saves/makes a check point
erasing portals
mood lighting
camera panning
shader toggle
hat toggle just cuz
and that's about all I can think of as of now.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
I wonder if Will Smith may have had something to do with the earthquake?
and trosh backgrounds and flutterpies and more explosions and wheatley.renhoek wrote:needs more explosions.
EDIT:
They should have put the New Super Mario Bros. 2 in there.
I suppose it'd be appropriate to link this.Turret Opera wrote:-blogpost image-
They should have put the New Super Mario Bros. 2 in there.
Yeah someone should stick a portal gun on thatWillWare wrote:I suppose it'd be appropriate to link this.Turret Opera wrote:-blogpost image-
They should have put the New Super Mario Bros. 2 in there.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
I wonder, what would happen if you stuck a Coin entity inside a breakable block...?
Probably single-coin blocks, like ?-blocks are now.
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
So to get the coin, you would have to break the block, correct?
And then all that would be left would be the coin?
Are coins drawn in front of blocks?
And then all that would be left would be the coin?
Are coins drawn in front of blocks?
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
So that equals no single-coin brick blocks like if say you were to destroy your only foothold going into a horizontal pipe with no other exits in the level to make it respawn?Maurice wrote:There would be a coin on to of the block.
Coins aren't entities and thus won't be inside the coinblock.
Probably one of the most functional of requested features got overlooked.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
@Camewel
Well, in your defense, there is a way to make it so there are brick blocks that contain nothing as discussed earlier; just put in any entity that's normally not used for items, enemies, or exits, (such as Bill End or Fish End) on the brick block you want to not be breakable. Normally if a canon Mario game were to do this, it'd release a single coin, or in the rare case of Super Mario Land 2, it'd just be silent, with only the sound of Mario hitting it playing.
Well, in your defense, there is a way to make it so there are brick blocks that contain nothing as discussed earlier; just put in any entity that's normally not used for items, enemies, or exits, (such as Bill End or Fish End) on the brick block you want to not be breakable. Normally if a canon Mario game were to do this, it'd release a single coin, or in the rare case of Super Mario Land 2, it'd just be silent, with only the sound of Mario hitting it playing.
- HugoBDesigner
- Posts: 2189
- Joined: 19 Sep 2012, 02:23
- Contact:
On topic: I made multi-customizable coin blocks to my next mod update. Taking advantage that Maurice reads this topic, then I'm suggesting adding this feature to SE too (since a lot of users want to have this option):
In my mod, just add "customcoinblock(n).png" to "custom" folder, where (n) is the tile number (for custom tilesets, the first tile's number is "221") (in the image, the first block just represents normal customized coin blocks, that uses "customcoinblock.png" when it doesn't finds it's tile number).
In my mod, just add "customcoinblock(n).png" to "custom" folder, where (n) is the tile number (for custom tilesets, the first tile's number is "221") (in the image, the first block just represents normal customized coin blocks, that uses "customcoinblock.png" when it doesn't finds it's tile number).
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
True, but with that you'd have to mod; and what if you wanted more than one style/color of ? Block in the level?renhoek wrote:couldn't you just reskin the ? block?
So the unbreakable tile doesn't look that out of place compared to what's surrounding it?Maurice wrote:Why not just make the tile before the pipe non-breakable..?
Okay, it doesn't really because the colors match... But normally with proper portal placement and Koopa manipulation you could destroy the foothold into the pipe, making you have to play the bonus room or take a warp pipe.
Make a custom tile that looks like the brick. Make it solid but unbreakable, like a ground tile. Boom. Done.
And if someone goes out of the way to see that it's not breakable, then they're just bored and it's not your problem.
And if someone goes out of the way to see that it's not breakable, then they're just bored and it's not your problem.
Is this really the main argument for having a single coin entity? Just pipes?
My qualm was always with the ? Blocks. Usually I would make a static ? Block in a tileset and mark it as "breakable"; it was an okay substitute for not having a real coin block without it defaulting to the SMB animation. When I wanted it to have nothing in it, I was always annoyed at the lack of just a single coin, and since leaving it blank wasn't an option ("why did that ? Block just break?"), I had to use a workaround with the Bill End entity.
Since we're getting custom ? Blocks in SE, that problem isn't too much of a factor anymore. Now it's just the missing functionality. They're actually all over the place in Mario games (except SMB of course) simply as a way of keeping things looking consistent in a stack of brick blocks. For example, if I break the wrong block, I can't reach the platform; hence the coin. A multi-coin block is rewarding the player for nothing, and a ? block would just look out of place.
Besides, why not have a single coin in a brick block? Wouldn't that take like twenty seconds to code?
My qualm was always with the ? Blocks. Usually I would make a static ? Block in a tileset and mark it as "breakable"; it was an okay substitute for not having a real coin block without it defaulting to the SMB animation. When I wanted it to have nothing in it, I was always annoyed at the lack of just a single coin, and since leaving it blank wasn't an option ("why did that ? Block just break?"), I had to use a workaround with the Bill End entity.
Since we're getting custom ? Blocks in SE, that problem isn't too much of a factor anymore. Now it's just the missing functionality. They're actually all over the place in Mario games (except SMB of course) simply as a way of keeping things looking consistent in a stack of brick blocks. For example, if I break the wrong block, I can't reach the platform; hence the coin. A multi-coin block is rewarding the player for nothing, and a ? block would just look out of place.
Besides, why not have a single coin in a brick block? Wouldn't that take like twenty seconds to code?
WillWare wrote:Besides, why not have a single coin in a brick block? Wouldn't that take like twenty seconds to code?
Just kinda answered your own question there. Honestly, when SE comes, just make a a custom ?-block with all the frames look like a brick and don't change. Insta-done.WillWare wrote: Since we're getting custom ? Blocks in SE, that problem isn't too much of a factor anymore.
Actually, you answered my question, since I didn't think of that. That would definitely work.idiot9.0 wrote:WillWare wrote:Besides, why not have a single coin in a brick block? Wouldn't that take like twenty seconds to code?Just kinda answered your own question there. Honestly, when SE comes, just make a a custom ?-block with all the frames look like a brick and don't change. Insta-done.WillWare wrote: Since we're getting custom ? Blocks in SE, that problem isn't too much of a factor anymore.
There is animated tiles in SE.HugoBDesigner wrote:On topic: I made multi-customizable coin blocks to my next mod update. Taking advantage that Maurice reads this topic, then I'm suggesting adding this feature to SE too (since a lot of users want to have this option):
In my mod, just add "customcoinblock(n).png" to "custom" folder, where (n) is the tile number (for custom tilesets, the first tile's number is "221") (in the image, the first block just represents normal customized coin blocks, that uses "customcoinblock.png" when it doesn't finds it's tile number).
- HugoBDesigner
- Posts: 2189
- Joined: 19 Sep 2012, 02:23
- Contact:
I know that. I only made that suggestion because, at least for now, whatever tile you make with "coinblock" property makes it use the "coinblock.png" texture and, except if Maurice adds a way to detect when there's an animated "coinblock" tile, that'd still happen instead of those animations...Automatik wrote:There is animated tiles in SE.
Maurice should just remove the coinblock.png replacement in SE, and instead change the SMB tileset so that the vanilla coin blocks tiles are animated.
- TripleXero
- Posts: 892
- Joined: 08 Aug 2012, 00:23
- Contact:
But the problem would probably be matching the timing up with other ? blocks, coins, and HUD coin
The timing for animated tiles is constant. Look at Goomba's Industries's trailer.TripleXero wrote:But the problem would probably be matching the timing up with other ? blocks, coins, and HUD coin
I have to correct you here: You can set the time for each frame.Automatik wrote:The timing for animated tiles is constant. Look at Goomba's Industries's trailer.TripleXero wrote:But the problem would probably be matching the timing up with other ? blocks, coins, and HUD coin
For example the shyguy getting shocked has six frames really fast (the flashes) then one really long (lying down):
Yeah, uh, I meant that the [?] box's tile, if well made, will always be in sync with coins and other [?] boxes.
Oh then yes, definitely. My bad.
- TripleXero
- Posts: 892
- Joined: 08 Aug 2012, 00:23
- Contact:
Ohh, he's laying down. For some reason I saw a fat Shyguy standing. Now that I actually see it for what it is, I have no clue how I saw that
- TheJonyMyster
- Posts: 1795
- Joined: 03 Sep 2012, 05:12
- Contact:
It's ok, me too.TripleXero wrote:Ohh, he's laying down. For some reason I saw a fat Shyguy standing. Now that I actually see it for what it is, I have no clue how I saw that
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
SMB3 does it in 2-3 and NSMB had a set in 1-4.WillWare wrote:They're actually all over the place in Mario games (except SMB of course) simply as a way of keeping things looking consistent in a stack of brick blocks. For example, if I break the wrong block, I can't reach the platform; hence the coin. A multi-coin block is rewarding the player for nothing, and a ? block would just look out of place.
As for how placing the coins as an entity would work, here's how I'd do it:
You could apply it safely to any tile that does not have the "breakable", "coinblock", and/or "coin" properties. When put on a breakable tile the coin goes inside the block, and on coin blocks and coin tiles, it does nothing.
Coins should be drawn behind bricks so when you break them you see a coin floating there.
Foreground tiles?Turret Opera wrote:Coins should be drawn behind bricks so when you break them you see a coin floating there.
Pretty much.WillWare wrote:Foreground tiles?Turret Opera wrote:Coins should be drawn behind bricks so when you break them you see a coin floating there.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
I think that's only for certain deaths. It probably was fixed in the final release.
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
Yep. It was well known as a glitch.
Probably fixed.
Probably fixed.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
So Maurice, will that time trial level for Gamescom make it into core Mari0 either bundled with SE or a downloadable add-on?
Maurice said in IRC that he don't read this topic, unfortunately.