Quick SE Questions.
- Jackostar10000
- Posts: 417
- Joined: 17 Jun 2012, 12:06
Is there a way in SE to remove the portal gun once a player has obtained it? Like A portal gun evaporator? It would help if i could force it off players for periods of time. Then give it back.
Second. Once you obtain the portal gun can you take it to new levels like power ups? Or will i need to give it to them again.
Third. What are the restrictions on custom entities? what can they / can't they do?
EG: give points / one ups, Power ups, Hostile only to certain things?, Interact with other entities?
Second. Once you obtain the portal gun can you take it to new levels like power ups? Or will i need to give it to them again.
Third. What are the restrictions on custom entities? what can they / can't they do?
EG: give points / one ups, Power ups, Hostile only to certain things?, Interact with other entities?
I dont have SE, but:
1. No you probably can't (though you can remove it in the next level). Can't recall where I saw that.
2. I think you can upgrade a "blue portals only" Pgun to a complete Pgun using by putting a 2nd portal gun pedestal.
3. They can collide with different things(mask), they can "give" a mushroom.(mushrooms are ennemies)
1. No you probably can't (though you can remove it in the next level). Can't recall where I saw that.
2. I think you can upgrade a "blue portals only" Pgun to a complete Pgun using by putting a 2nd portal gun pedestal.
3. They can collide with different things(mask), they can "give" a mushroom.(mushrooms are ennemies)
You can set what portal abilities the player has at the beginning of each level (both/blue/orange/none). There's no way to remove the portal gun because that would be silly. Put your no portal puzzles at the start of the mappack, or at the start of a new level.
Also, custom entities don't have AI. All the enemies in the game are custom entities, so that gives you some scope on what you can do.
Also, custom entities don't have AI. All the enemies in the game are custom entities, so that gives you some scope on what you can do.
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
What are the new block attributes in SE?
There are at least 5, which is apparent in the last two tiles of this image:
There are at least 5, which is apparent in the last two tiles of this image:
Code: Select all
--COLLIDE?
--INVISIBLE?
--BREAKABLE?
--COINBLOCK?
--COIN?
--_NOT_ PORTALABLE?
--LEFT SLANT?
--RIGHT SLANT?
--MIRROR?
--GRATE?
--PLATFORM TYPE?
--WATER TILE?
--BRIDGE?
--SPIKES?
--FOREGROUND?
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
Thanks!
Maurice gave me a nice picture in the IRC
Maurice gave me a nice picture in the IRC
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Oh god yes! I'ma make a sheet about this. :3
Also, what's the "slants" for?
Also, what's the "slants" for?
...
Last edited by Qcode on 21 Oct 2021, 18:49, edited 1 time in total.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
A+ Job SJB.
Some ideas and questions:
Invisible block: if hit, instead of becoming just a regular hit block, it becomes whatever block it was, minus the invisible attribute.
Coin: looks like the block you put in, unless it is the default smb coin
Coin block: same as coin
Bridge: that'll be fun. Make it work with any kind of tile (water, spike, etc.) for cool custom boss battles
Slants: Please include, even if don't function fully, it'll still give an extra usability to maps
Foreground: Can this apply to collidable blocks?
Spikes: Who do spikes hurt, and can entities walk through?
Platform: Don't fully get this. Is that like a spawner and can you give it r-click values I'm dumb
Some ideas and questions:
Invisible block: if hit, instead of becoming just a regular hit block, it becomes whatever block it was, minus the invisible attribute.
Coin: looks like the block you put in, unless it is the default smb coin
Coin block: same as coin
Bridge: that'll be fun. Make it work with any kind of tile (water, spike, etc.) for cool custom boss battles
Slants: Please include, even if don't function fully, it'll still give an extra usability to maps
Foreground: Can this apply to collidable blocks?
Spikes: Who do spikes hurt, and can entities walk through?
Platform: Don't fully get this. Is that like a spawner and can you give it r-click values I'm dumb
Last edited by BobTheLawyer on 09 Nov 2013, 21:00, edited 1 time in total.
- TripleXero
- Posts: 892
- Joined: 08 Aug 2012, 00:23
- Contact:
I think platform is how you can jump through everything but the top
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
Since this thread was bumped anyway...
Do slopes work? Or is there a different tile property?
Do slopes work? Or is there a different tile property?
Slopes are disabled, if I'm right.
Slopes have semi-appropriate collision; if you walk into one from the side you'll go through it and be unable to jump, but if you go from the top you walk down it (last time I checked).
I think it has something to do with stacked hats
Joysticks don't work so it crashes. So it has nothing to do with hats you put on mario.
They do work, the function to use them just changed and Maurice decided to not fix it for some reason.alesan99 wrote:Joysticks don't work so it crashes. So it has nothing to do with hats you put on mario.
It's also the same update that he added things for individual players (UNTESTABLE FEATURES YAY!) so yeah, good job there.
Well duh I know joysticks work but we're talking about mari0 not the actual functions.TurretBot wrote: They do work, the function to use them just changed and Maurice decided to not fix it for some reason.
Oh my bad :Palesan99 wrote:Well duh I know joysticks work but we're talking about mari0 not the actual functions.TurretBot wrote: They do work, the function to use them just changed and Maurice decided to not fix it for some reason.
whatTurretBot wrote:They do work, the function to use them just changed and Maurice decided to not fix it for some reason.alesan99 wrote:Joysticks don't work so it crashes. So it has nothing to do with hats you put on mario.
It's also the same update that he added things for individual players (UNTESTABLE FEATURES YAY!) so yeah, good job there.
I mean the individual start/check points and animation triggers.
of course it worked before the change, I'm not doubting that
all I'm saying is if they worked we could actually make things for multiplayer but it doesn't so we can't
like in my wari0ware map I had to make some levels 1 player only but I couldn't test it, at least not without changing start points around
now here's where you argue that I shouldn't have did that in the first place because multiplayer doesn't work anyway
but in the future it could actually come in handy so I did it anyway (also I didn't actually know until I tried to test it)
and yes I might be the only person in the entire community who made anything multiplayer related
but gee I wonder why that could be, maybe because multiplayer stuff doesn't work that's right
again I don't doubt it works I'm just saying it's hard to make multiplayer stuff when you can't do multiplayer
all I'm saying is if they worked we could actually make things for multiplayer but it doesn't so we can't
like in my wari0ware map I had to make some levels 1 player only but I couldn't test it, at least not without changing start points around
now here's where you argue that I shouldn't have did that in the first place because multiplayer doesn't work anyway
but in the future it could actually come in handy so I did it anyway (also I didn't actually know until I tried to test it)
and yes I might be the only person in the entire community who made anything multiplayer related
but gee I wonder why that could be, maybe because multiplayer stuff doesn't work that's right
again I don't doubt it works I'm just saying it's hard to make multiplayer stuff when you can't do multiplayer