Saturday, September 28, 2013

Mari0 +Portal 1.0 Tileset Reference and Blog News

You thought it was the mod's update, right? Sorry, it'll take some more time to be finished. But, until then, you can prepare your tilesets to this awesome new set of properties. I've come to the point of filling the whole vertical line on the right of tiles with properties! If you don't believe:


And here's a tileset I made with some of these properties. I call it the "Portal Complement" tileset and I may update it with some frequency:


Except if you're gonna put light bridges/lasers/gel dispensers facing the grid block (the first tile), it should pretty much work on Mari0 +Portal v0.8.

About 1.0, I've fixed a lot of bugs and added a few smaller features. For example, you can now move your camera in-game by holding "left" or "right" arrow keys. The camera will only move until a point where you're at the very side of the screen. Example gif:

Kind of a big GIF, sorry...

There are 2 great features of the next update being shown at this GIF. The first one (and most obvious) is that you'll be able to move your "camera" forward or backward in order to reach further objects. The "camera" is limited to where you are, so you cannot, for example, look how is the map's ending while you're on the beginning. I made this because some times it's hard to have a cool level and have to put a platform-kind-of-thing on the top of the to let the player see what is next to him. In this feature, you just need to hold either "left" or "right" arrow keys on the keyboard to have your "camera" moved...

The second one is a feature you saw through the entire GIF, but was unable to figure out. I just ask you something: "How was this GIF made?". Yes, I made an in-game recorder, so you can make your own gifs/movies with it! But, before trying to record a whole let's play series at one shot, let me tell you how this works: while recording (you press "F9" to start or stop recording), the game will get every frame from the gameplay. But when you finish recording, the game will save each frame as an individual image at "AppData/LOVE/Mari0/records/[your mappack]/record_[n]/[frame].png" (example: "AppData/LOVE/Mari0/records/Pop A Portal/record_0003/0050.png"). This was the only way LÖVE (if you don't know, this is the 2D game engine that runs Mari0) allowed me to save this. Trust me, I tried videos, I tried gifs, but none of them were possible.
The recorder will not record any audio, but you can record it after an external tool and merge the audio and the video on a video editor...
Also, the game takes some time to save all the files, so consider yourself warned if you're trying to create a video longer than a few seconds. I made it the most simple way I could, in order to provide results faster. You may notice that some screenshots get a translucence on translucent object, but that's something from LÖVE, not from me. I even wrote a system to remove the transparency of them (the same system I used on screenshots), but, since this takes some time to render all the images, it took me 3 or more times longer than normal to render all the images as non-transparent (but be advised that my computer is EXTREMELY slow, so these should NOT be used as default values of time). I'll probably add a little window to ask if you wanna do it or let the images translucent. After saving them, get all the images and put on an image/video editor. Each image is an individual frame, and on Adobe Image Reader (a software that comes with Photoshop), you have an option that allows you to make the GIF by just choosing the image's folder. Go to "File>Import>Folder As Frames" and select your screenshot's folder.

Also (sorry for the long text), but, thanks to all of you (recently most of you from Stabyourself's community), this blog has his FIRST 2000 VIEWS, which may not look very much, except if you consider that approximately 34,95% of the total of views are from the last 2 months only!
So THANK YOU VERY MUCH!
¡MUCHAS GRACIAS!
MUITO OBRIGADO!

Being you American or Brazilian or from any other country!

If you wanna some statistics, click on Read More, and I see you in my next post!

Wednesday, September 25, 2013

LinkIt! Update 1.2

This update has:
• The start work on linking mechanics;
• Fixed game not loading properly (and users having to create some files manually);
• Fixed some other minor bugs;
• Added some other minor bugs;

But don't worry... The next update will be WAY better: It'll allow you changing the boards (a.k.a mappacks), will let you have custom textures/backgrounds for it and will add some data to the game (such as time or board completion percentage)...

LinkIt! beta 1.2

More commands!

Now I finally fixed the commanders. That means that as soon as I add all their commands (and finish the Trigger entity), you all will get a new Mari0 +Portal update! For now, a funny gif of a command that shows you how you can control Mario's movements (this one is "setjumping". The red bar turns green when I press space bar, to prove that the commands DO work):

 And the links:

Where their commands are:
 c1  players setjumping allowed
 c2  players setjumping disallowed

Sunday, September 22, 2013

Commanders are coming!

Yes, they are. After a LOOOOOONG time, I finally got them to work. There are just a few fixes to be done, a few commands to them AND to Environmental Triggers, and both of them will work fine. I'm planning on adding Triggers on the next release as well, but, until then, take this:

Command: players givestar


Command: players growstate big

Wednesday, September 18, 2013

LinkIt! A new game all by myself

Hey, guys. All right? It's me, with a new game, not original, but improved. It's called "LinkIt!", and it's about linking (duh!). You have pairs of squares of the same color, and you can link them in (mainly) 2 ways: the "Filling" way, where you have to fill the entire grid with lines, and "Linking", where what matters is if you've linked the colors. Here are some example images:

A dynamic changing background for the menu

The basic interface for the game

Squares, blocks and the activated linking tool

For now it doesn't have very much content, but once finished it'll have: customizable textures (like backgrounds, blocks, entities, etc), level editor, downloadable mappacks, buttons, doors (just like in Portal), portals (yes, portals!), filters, crossers, color swappers, and many other things!

In each post, I'll release a beta, about how it is now, so you can test, report bugs and give suggestions! It's not playable yet, but you can pretty much see the base of what the game will become!

The first released version (you must install LÖVE 0.8.0 from love2d.org to get this beta to work)
LinkIt! 1.1

Download licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
LÖVE software is licensed under the OpenSource zlib license.

EDIT: A note:
press "F3" to take screenshots (they'll be saved in "LOVE/LinkIt!/screenshots/[mappackname]").
press "-" (on alphanumeric keyboard) to reduce scale
press "=" (which would be "+" in the alphanumeric keyboard) to amplify scale
press "w", "a", "s" and "d" or "up", "left", "down" and "right" to change selections and pointer's position
press "Enter", "Return" or "Space" to enter a selection or to toggle the pointer

Saturday, September 14, 2013

Mari0 +Portal update v0.8

Just added all the features from my previous posts (except for Text Entity, Commander, Environmental Trigger, Custom Platform, Trigger and Multigui). To a more complete description (and a download link):

Mari0 +Portal v0.8 on Stabyourself's forums

Sunday, September 8, 2013

Again, I should be working on my mod...

...but, instead, I've been making "custom" ice creams!




Again, just kidding. I worked a lot on my mod. I worked A LOT on "multigui" systems (nothing visible yet), but something visible and really cool is a... LOADING SCREEN! Not only phrases like "The Enrichment Center apologizes for this clearly broken test chamber", but truly loading "bars":


And, also, they're customizable! Put images named "loadingback.png" and "loading(n).png" (where (n) is the loading step, must be a number between 1 and 15) inside a folder called "customloading", in your mappack:


They're made like this: first, the game draws the background. Later, the text. Later, the loading step. So, If you don't wanna see the loading texts anymore, just add an opaque background to your drawing steps (just like I made in the image above) and you'll get your own loading screen! Click on "Read more" below to see the original and customized loading screens made by me, and do your own!
And I see you in my next post!