I apologize. I admit to being wrong. I knew what he meant, I was just pointing out that he was being unnecessarily rude.TheJonyMyster wrote:No, you're missing my point. Read this:If scrolled up/down and quoted my older post, why didn't you read this one?TheJonyMyster wrote:I see your point, but I still have no idea to edit my post. I was just explaining to Kexai what Turret meant.
Ideas/Things to add to Mari0
Well, actually, it was technically a gel in Portal 2, but was removed because it gave players motion sickness.Automatik wrote:VVVVVV gel also isn't in Portal. It still got implemented.
It was called 'Adhesion Gel'. It was a purpleish color, and various objects would suction to it. You would've been able to climb this gel, like walking up the side of a wall.
As far as I know, the sprites are still in the release of Portal 2, however, it's only effect is that once an object has Adhesion Gel on it, the object cannot be affected by Propulsion Gel. The gel can be found in the Portal 2 Authorizing Tools
Hey, page 2 wants its last thread posts back...Firaga wrote:Well, actually, it was technically a gel in Portal 2, but was removed because it gave players motion sickness.Automatik wrote:VVVVVV gel also isn't in Portal. It still got implemented.
It was called 'Adhesion Gel'. It was a purpleish color, and various objects would suction to it. You would've been able to climb this gel, like walking up the side of a wall.
As far as I know, the sprites are still in the release of Portal 2, however, it's only effect is that once an object has Adhesion Gel on it, the object cannot be affected by Propulsion Gel. The gel can be found in the Portal 2 Authorizing Tools
- Superjustinbros
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Never. The closest to FLUDD I'd actually prefer would be an "Aqua Mario" that fires water bubbles that gravitate downwards. Sort of like Water Balloon from Mega Man 8.zorua7551 wrote:F.L.U.U.D
Last edited by Superjustinbros on 15 Jul 2013, 23:01, edited 1 time in total.
F.L.U.D.D. (Spell it right, dammit) is a good idea, just not for this kind of 2D game. I remember playing a fangame once that had FLUDD in it, and it worked well, but only since the levels were built around it and it had no timer. Unless someone were to make a mappack to accompany this idea for when SE is released, the idea doesn't work. In my opinion at least.
Hypocrite!!idiot9.0 wrote:I remember playing a fangame once that had FLUDD in it...
That aside, will there be some implementation of grates, like a lot of map mods use to permit objects other than the player to go through? I've seen it in mods before, but just curious if such things will become an official map entity.
Most tiimes I see the grate as a portalable surface like anything else, save the fact there's a thin solid obstacle that prevents the player from progressing. Maybe, in SE it could be represented as a thin section of black with transparent dots to represent it's a grate.
Grates are already in SE(you can also see mirrorblocks in the gif)lovechild wrote: That aside, will there be some implementation of grates, like a lot of map mods use to permit objects other than the player to go through? I've seen it in mods before, but just curious if such things will become an official map entity.
Most tiimes I see the grate as a portalable surface like anything else, save the fact there's a thin solid obstacle that prevents the player from progressing. Maybe, in SE it could be represented as a thin section of black with transparent dots to represent it's a grate.
Also, look here for the majority(or all, cant remember) of things already added in SE.
Oh yeah I forgot about that. I was thinking what if the grates were an entity with solid properties on one side but not on the other -- Sort of like laser plates, except you have a pixel (or two) of "Solid" surface, and you can place it on objects like any other entity. But from the GIF I see the rationale to use them as tiles instead of entities.
Since Portal 2 had adhesion gel (VVVVVV gel in our parlance, it seems) with reflection gel, does this mean since we have mirror blocks, that reflection gel will also exist?
I wonder how the groundlight tool works? Would there be an entity where it begins, where we can influence whether or not it's a light on the wall directly facing the player or directly facing mario?
Another way of handling the lighting would be to have the lights linked in series instead of at a common point. Think about it like this; Presently, we have six entities; Assuming the following or this gets confusing real quick;
Z is background (Directly facing player)
X is wall (left/right sides, Mario's perspective)
Y is ceiling/floor (Mario's perspective)
x is vertical (light)
y is horizontal (light)
3, 6, 9, 12 for right angles according to positions on a clock
So far in Mari0 1.6, we have xZ, yZ, 12-3Z, 3-6Z, 6-9Z and 9-12Z. Why then, can't we have xX and yY, 9yY-12xX, and 3yY-6xX? If we had the latter, it could look like lights are protruding from the ceiling and walls just a bit from Mario's perspective, and we could ave other entities that make it look like there's light from the wall directly facing player to the floor, making up yZ-3yY and yZ-9yY. (I really need to make a graphic for this but I am lazyass.)
It would be easier to do lights as entities if they could be linked in series, much like how timed switches can be linked to on/off switches, so if superbutton is pressed, enable power to button, which would send pulse to clock for a timed object. (Linked buttons? Geez, talk about buttonception...)
Since Portal 2 had adhesion gel (VVVVVV gel in our parlance, it seems) with reflection gel, does this mean since we have mirror blocks, that reflection gel will also exist?
I wonder how the groundlight tool works? Would there be an entity where it begins, where we can influence whether or not it's a light on the wall directly facing the player or directly facing mario?
Another way of handling the lighting would be to have the lights linked in series instead of at a common point. Think about it like this; Presently, we have six entities; Assuming the following or this gets confusing real quick;
Z is background (Directly facing player)
X is wall (left/right sides, Mario's perspective)
Y is ceiling/floor (Mario's perspective)
x is vertical (light)
y is horizontal (light)
3, 6, 9, 12 for right angles according to positions on a clock
So far in Mari0 1.6, we have xZ, yZ, 12-3Z, 3-6Z, 6-9Z and 9-12Z. Why then, can't we have xX and yY, 9yY-12xX, and 3yY-6xX? If we had the latter, it could look like lights are protruding from the ceiling and walls just a bit from Mario's perspective, and we could ave other entities that make it look like there's light from the wall directly facing player to the floor, making up yZ-3yY and yZ-9yY. (I really need to make a graphic for this but I am lazyass.)
It would be easier to do lights as entities if they could be linked in series, much like how timed switches can be linked to on/off switches, so if superbutton is pressed, enable power to button, which would send pulse to clock for a timed object. (Linked buttons? Geez, talk about buttonception...)
...
Last edited by Qcode on 21 Oct 2021, 18:17, edited 1 time in total.
- TheJonyMyster
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I thought it meant power, and I didn't know it was indian.lovechild wrote:I quit being lazy... sort of.
Also, swastika. May it represent the peace it once did before Hitler took that Indian symbol and corrupted its meaning.
(because I know nothing of anything)
- TripleXero
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Would reloading the portals cut the vine?
If we are going to do that, then a parameter should be defined that exiting the level though the bottom either recycle the coin heaven, but flip everything upside-down (including gravity) or permit a second coin heaven stage that could be speculated by many people as a coin hell, enemy heaven, whatever it means. Or it could just lead right into death when going down (Whoops! Mario climbed into hell and died!)
Also, if the vine gets chopped, the entire thing should die because it's useless. It'll also have no relevance once adhesion gel is implemented, because why make a puzzle that's as simple (yet convoluted and unforgiving) as "Shoot portals, hit vine" when it could be so much more?
I am not entirely opposed to the change, as in Portal logic it makes perfect sense but I just don't see other functions for vines growing through portals.
Also, if the vine gets chopped, the entire thing should die because it's useless. It'll also have no relevance once adhesion gel is implemented, because why make a puzzle that's as simple (yet convoluted and unforgiving) as "Shoot portals, hit vine" when it could be so much more?
I am not entirely opposed to the change, as in Portal logic it makes perfect sense but I just don't see other functions for vines growing through portals.
I'm thinking allow it to grow through the other portal with the same way it did when you first hit the block. Could work for a timed thingy.
Also, flipped coin heaven. Map format changes would be hell if we had to make a coin hell.
This way, we just load the level in reversed Y.
Flipped coin heavens could also be useful in puzzles.
Also, flipped coin heaven. Map format changes would be hell if we had to make a coin hell.
This way, we just load the level in reversed Y.
Flipped coin heavens could also be useful in puzzles.
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Last edited by Qcode on 21 Oct 2021, 18:17, edited 1 time in total.
Sorry for busting in but I thought of this idea on my holiday, where you have to escape a castle (or something else) while lava under you rises.
I don't know if it's possible, but it would make a cool entity. What if you make it an entity that you have to put it where the lava would start rising and make act like a drain (only on the vertical tiles correspondent to each entity drain). On those tiles, lava will rise when a certain something triggers them. (invisible trigger entity if Maurice can add those, or just a regular "walk-on" button)
Not sure if this was already suggested or is already in SE.
I don't know if it's possible, but it would make a cool entity. What if you make it an entity that you have to put it where the lava would start rising and make act like a drain (only on the vertical tiles correspondent to each entity drain). On those tiles, lava will rise when a certain something triggers them. (invisible trigger entity if Maurice can add those, or just a regular "walk-on" button)
Not sure if this was already suggested or is already in SE.
Will there be region-specific water areas like in SMBX? I recalled in that game, an area of water could be specified to make an area swimmable, so for instance, we could have areas where getting into water and swimming was mandatory to grab an item.
An air timer would also be nice to have, though we'll save that for modders to implement.
An air timer would also be nice to have, though we'll save that for modders to implement.
Cleaning gel should be added. Also a right click menu for gel droppers that controls gel flow. The gel flows being the same as Portal 2.
- HugoBDesigner
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Cleaning gel is already implemented in my mod and in Turtle's mod (purely coincidence), and gel flow is something I'm gonna add to my next mod update (just in case you're interested).QwertymanO07 wrote:Cleaning gel should be added. Also a right click menu for gel droppers that controls gel flow. The gel flows being the same as Portal 2.
- Superjustinbros
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I could go for a flow that shot gel in a fountain with a wider spread on the ground.HugoBDesigner wrote:Cleaning gel is already implemented in my mod and in Turtle's mod (purely coincidence), and gel flow is something I'm gonna add to my next mod update (just in case you're interested).QwertymanO07 wrote:Cleaning gel should be added. Also a right click menu for gel droppers that controls gel flow. The gel flows being the same as Portal 2.
But why? What purpose does that serve other than looking pretty?Superjustinbros wrote:I could go for a flow that shot gel in a fountain with a wider spread on the ground.HugoBDesigner wrote:Cleaning gel is already implemented in my mod and in Turtle's mod (purely coincidence), and gel flow is something I'm gonna add to my next mod update (just in case you're interested).QwertymanO07 wrote:Cleaning gel should be added. Also a right click menu for gel droppers that controls gel flow. The gel flows being the same as Portal 2.
Also, not that this will make it in, but how about giving each of the default gels an ID and make a single gel dispenser that updates its graphic according to which ID is selected?
I know there's placable floor gel (which doesn't work for me oddly) that can have ID set to 1, 2 or 3, so why not have something similar (along with 4, 5, 6, etc.) in mari0?
- TheJonyMyster
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The purpose is to have more gel to land on/gain momentum from.
No shit, Sherlock. But why else have it in there other than more gel and aesthetics? It was never in Portal to have such a thing really (not that it couldn't be modded in), and it'd be abused like all hell to make puzzles that are otherwise hard easier.TheJonyMyster wrote:The purpose is to have more gel to land on/gain momentum from.
Now, something else I would like to see is pressure -- Again, SE development is WAY late in the game for this, but adjustable "Gel flow pressure" ro modify how the gel is distributed across the level.
- HugoBDesigner
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Well, since you seems to like the gel flow thing, I've added that to my mod (if you guys are interested):
(From left to right)Gel flow 0.5, gel flow 1 (normal), gel flow 5 (biggest).
- TheJonyMyster
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That should be enough. Also, it doesn't have to be in portal or SMB to get in. For example, Minecraft mode and bullet time. And shaders. And racoon mario. ect ect.lovechild wrote:No shit, Sherlock. But why else have it in there other than more gel and aesthetics?TheJonyMyster wrote:The purpose is to have more gel to land on/gain momentum from.
- Gramanaitor
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I don't know if this is in SE or not, but how about boos? (The ghosts, not the drink.)
- Superjustinbros
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I'm not really up for Boos, and even if I was, I wouldn't hold my breath on them being in SE.Gramanaitor wrote:I don't know if this is in SE or not, but how about boos? (The ghosts, not the drink.)
Enemy droppers. They work like cube droppers, but drop goombas, koopas, or beetles. They'd be useful for puzzles where you have to protect or guide an enemy.
- TripleXero
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That's a good idea. Maybe an option to release one only (like cubes) or multiple at a time, too